The development team at Rockstar Games recently gave an interview to GameStar, in which they discussed the open-world experience of Red Dead Redemption 2. The publishers of Red Dead Redemption confirmed that their focus is not to give a bigger open-world rather they intend to give their user-base a more detailed open-world experience.
Further, it was clarified that the goal is to ultimately give a dynamic gameplay to the open-world experience so that Red Dead Redemption 2 becomes more believable and interactive with players. The development team for Red Dead Redemption 2 made some fascinating reveals about the role of NPCs in the gameplay along with side missions.
The comments of Rockstar Games about Red Dead Redemption 2 from the interview have been shortened by a GTA Forum member, The Executor 10 to easily understand the opinion. Following are the extracts of the interview, which highlight the key topics of discussion regarding Red Dead Redemption open-world experience.
“NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psychopath and the world will react accordingly, but you just never really know how they will react.
Rockstar Games further told how Red Dead Redemption 2 is not a sandbox game:
R* doesn’t want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.
Continued on the issue of the significance of side-missions in Red Dead Redemption 2:
There will be no “checklists-type of missions” like in Ubisoft games or Mass Effect Andromeda. R* doesn’t think in categories like ‘content’ and ‘prefabricated content’, they want to blur the lines between everything the player does in order to increase immersion. R* doesn’t necessarily want you to know when you are doing a main or a side mission or when you are interacting with the main character or just an NPC, but they will inform you in a very subtle way about it.
For the flexible playing style gamers, Rockstar Games has given them options in Red Dead Redemption 2:
There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the
main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.
“Random sh*t that doesn’t fit the context will not happen [in Red Dead Redemption 2]”: Random encounters aren’t really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that make them lose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced ‘checklists-sidequests’ in other games).
The areas in Red Dead Redeption 2 not only feel different because of the looks but also because of the different gameplay mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel to the world, R* focuses on making them as believable and fluent as possible in every situation. For example, there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.
Even outside of missions and cutscenes you can listen in on conversations in your gangs camp – or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere, and the conversations should change noticeably in the course of the story.
If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation.”
Source: Gamestar (via GTA Forums)