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Dragon's Dogma 2 Director on Why You Should Fast Travel Less

"Just give it a try. Travel is boring? That's not true. It's only an issue because your game is boring."

Image credit: Capcom, Dragon's Dogma 2

In a recent interview, Dragon's Dogma 2's Director Hideaki Itsuno shared his thoughts on why players should use fast travel less and focus more on usual traveling and experiencing the world around them.

"Just give it a try. Travel is boring? That's not true. It's only an issue because your game is boring. All you have to do is make travel fun," Itsuno said to IGN.

Itsuno shared that in Dragon's Dogma 2, the locations are designed to allow players the choice of traveling on foot or by transport, with engaging situations awaiting them in both scenarios. The game will also feature fast travel, but players will need to spend a valuable resource to activate them, similar to the first game.

Itsuno added that Dragon's Dogma 2 won't have pre-set situations. According to him, the events during travel will be the result of a combination of specific circumstances.

"While riding one, you might find the path blocked by goblins and have no choice but to get off and join the battle. Then as you do, a Griffin might swoop in and destroy the entire cart with one blow, forcing you to walk the rest of the way while cursing its name," said Itsuno. "But none of that has been set up by us in advance. Instead, Griffins naturally have an inclination toward attacking cows they discover as they move, and these pieces all just happen to work together to naturally create the situation. So yes, an oxcart ride in this world may be cheap, but a lot can come as a result of that cheapness. I think that's the kind of world we've managed to create."

Image credit: Capcom, Dragon's Dogma 2

Speaking of Dragon's Dogma 2, the game is slated for release on March 22, 2024, on PC, PlayStation 5, and Xbox Series X|S. 

Previously, Itsuno mentioned that newcomers to the game will have no trouble playing the sequel, as the second installment will feature a narrative tool called amnesia.

Read the interview on IGN and join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

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