Interview with Senior Producer Abdelhak Elguess on “Prince of Persia: The Lost Crown”

by time news

2024-01-27 04:39:55

At this Taipei Game Show, Abdelhak Elguess, senior producer of “Prince of Persia: The Lost Crown” from Ubisoft, participated in the 2024 Asia-Pacific Game Summit and was interviewed by Taiwanese media such as 4Gamers to talk about this recently acclaimed game. game.

Q: When developing “Prince of Persia: The Lost Crown” this time, how to balance the old and new elements?

A: It is also very difficult for us to balance the two, but the most important thing is that it is a “Prince of Persia” game, so it is developed with Prince of Persia as the backbone, and some modern elements are added to embellish it. , but mainly based on the original elements of “Prince of Persia”.

Q: Although the name of the game is “Prince of Persia”, the protagonist this time is actually the prince’s bodyguard. How did the production team first come up with the idea and design of the character Sargon?

A: Sargon was not born as a prince because he wanted players to experience the evolution and growth of the character. He also wanted to show that ancient Persia had many races from all over the world. For example, the Immortal Army also had people from Egypt and people from Asia. In addition, there is also the established impression of wanting to get rid of the prince and save the princess.

Q: How do you envision Sargon’s abilities this time? How to differentiate yourself from other protagonists in the series?

A: There are different links, a stunt-based combat system is introduced, and the diversity of combat is enhanced. Including the time ability. At that time, there was a time rewind function in “Prince of Persia, The Sands of Time”, but that function is a bit outdated in modern times, because the process cannot be controlled. We hope that players have control over their characters and abilities, so that players can control them forever. this role.

However, there are many small places or secrets in the game that pay homage to the previous game.

Q: This work has been well received. Compared with earlier Metroidvania-like works, what do you think are the factors that make this type of game successful in modern times?

A: I think the combat system this time has depth and variety. It’s a bit difficult for this type of game to have a good story with depth, but I think we have achieved this. In addition, it is also the first game of this type to have auxiliary functions available, and it is also the first Metroidvania-like game to be produced with the specifications of a 3A masterpiece. There are actually more than 70 types of enemies in this game.

Q: The mechanism of “Memory Fragment” is not complicated but no one has done it. How did you come up with this mechanism at that time and how was the upper limit set?

A: We found that it is very difficult to guide players in this type of game. Players will not be able to find things without providing detailed instructions. Therefore, we later found that only by importing this function can we guide effectively. Although the design of Memory Fragments is easy to import, because there are cross-platform archives, there are practical considerations in the design to prevent players from taking too many pictures, which makes it difficult to share archives.

Q: Sargon’s braided hair seems to make many people mistake him for an African American? How was this character designed?

A: Actually there is no real answer, but for us it is purely a creative choice. Another reference is to allow players to easily identify the actions of the protagonist. He does not have special clothes on his body. He is fearless and willing to take on risks. Young warriors, ancient Persia was also influenced by India and Egypt at that time. Of course, there were modern elements added to the hairstyle, but this was not an influence from the United States. Of course, this is also because this game is based on fantasy rather than a completely realistic game.

Q: Some side tasks and puzzles do not provide support or shortcut options. How are the locations where the support system is added considered?

A: The teleportation point has nothing to do with the mission itself. We have also thought about where to design it for a long time because we don’t want to put too many trees, but we can’t predict which places will be really difficult for players. Every player has different opinions on where they find difficulty. a feeling of. If too many teleportation trees are added, players will have different feelings about the game, and they will no longer have to worry about resources.

However, we have found that some players may not be able to find teleport points and trees. We are also thinking about how to make it easier for players to find them, hoping that players can explore more to find more trees. There are visual hints when looking for trees, so we will use this to improve.

Q: Most games only allow players to choose difficulty, but this game allows players to fine-tune the damage coefficient. Why do you do this?

A: This is a relatively modern game experience. We have seen this setting in some independent games. On the one hand, it allows more players to play without lowering the difficulty and destroying the game experience.

Some players want more challenge and can adjust the time of blocking and shifting. Some players just want to watch the story and play simply. But there is another meaning for us, which is to increase the opportunity for players to replay.

Q: In addition to Laser Man and Prince of Persia, which other Ubisoft IPs do you think are suitable for turning into side-scrolling games?

Someone on our team suggested that Spydernauts would be a good candidate for a game like this because Sam Fisher has a lot of melee combat skills. I think “The Division” can also be used? However, this is just casual chat and does not represent a formal announcement.

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