What's Good Games: A Video Game Podcast

Days Gone: Crafting Narrative in an Open World


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In this special episode* of What's Good Games, Andrea chats with John Garvin, Creative Director at Sony Interactive Entertainment's Bend Studio. After spending a few hours with a preview build of the upcoming game, they discuss the open world mechanics, how to incorporate narrative into a player-driven game, and if there is hope for Deacon St. John.

*Special access to Days Gone provided by Sony Interactive Entertainment

Support What’s Good Games on Patreon! Gain access to behind-the-scenes content, exclusive videos, extra podcast segments and more. http://www.patreon.com/whatsgoodgames

1:45 - Does Days Gone have an identity crisis? What is this game?
2:52 - Who is Deacon?
3:20 - Incorporating cut scenes into an open world
5:24 - Explaining the "Storylines" feature to quests
7:20 - How do you balance narrative progress in an open world?
9:35 - The crafting system explained
10:50 - Gameplay grounded in realism: where is the balance in a fantasy world?
13:10 - Deacon's motorcycle and its upgrade progression
14:00 - Encampments, vendors, and the "Trust" system
16:35 - Where the "Days Gone" title comes from

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