DUST 514 exclusive interview - Creative Director talks about the evolution of PlayStation's flagship F2P shooter
PSU: Does CCP intend to augment the tutorial system in the future with more advanced areas such as active/passive module applications for vehicles for example?
Atli: We aim to add to the tutorial in our monthly releases. We need to see how this task based NPE system works, and how the community respond to it, and iterate from there.
PSU: One of the other substantial improvements coming in 1.5 includes the changes to corporation management with around half a dozen new roles added that allow for things like the delegation of corporate finances, recruitment etc. Do you anticipate console gamers getting into corporate structure as much as EVE gamers have?
Atli: Just like in EVE, managing a corporation is not for everyone, but we do already see a similar group of enablers that have taken on the responsibility of inspiring other mercs and lead them to war or profit. The corporations are also shared between the two games, and over time the need for corporations to operate both in space and on planets (and elsewhere) will increase.
PSU: Without going into details, where do you envisage corporate management going in the future? Are further developments on the roadmap or are you waiting for player feedback and data analysis before going deeper?
Atli: We are definitely expanding on the corporations moving forward and Team True Grit is already cooking some cool stuff.
PSU: Originally 1.5 was going to bring a complete overhaul of the vehicle system, stripping back everything to the basics and then adding things back in a more balanced way. This was postponed until 1.6 if I remember correctly. What are some of the issues that CCP identified with vehicle gameplay in DUST 514 that led to the descision to do this?
Atli: We needed to give some of the changes planned for 1.5 more more attention, so we moved them to a later release. We are also working on a new cooking system (cooking is what we call the process of taking source assets and preparing them for deployment) that gives us much more flexibility in patching the game. Due to these factors, we decided to focus 1.6 on bug fixing and engine enhancements. Uprising 1.7 is larger in scope than we had planned, but the wait will be worth it.
PSU: Can you talk a bit about what we can expect in 1.6 and beyond, aside from the vehicle overhaul?
Atli: Uprising 1.6 will be a focused release, with a host of bug fixes and performance improvements. This gives us more time to harden features and systems that will go out in 1.7.
Many thanks to Atli for taking time out to speak with PSU. To learn more about DUST 514 read the PSU review.
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