Ghost of Yotei creative director Jason Connell welcomes how much auxiliary content players elect to complete in the Ghost of Tsushima sequel – it’s ultimately about “enjoying oneself,” after all.
The Sucker Punch creator articulates this during a recent conversation with GamesRadar+, expressing that the studio is indifferent to “too much” how fans choose to invest their time in Ghost of Yotei – as long as they are genuinely enjoying their experience. “If they opt not to, we’re just like, ‘Alright, that’s your decision,'” the lead admits. “As long as you’re relishing it, we don’t mind too much.”
Connell does mention, however, that the developers included “a variety of hooks to keep you aligned with the essence of the main narrative, receiving a suitable number of weapons at a fair pace.” He elaborates: “Our overall philosophy for this game was to permit you more liberty than any prior game we’ve created.” The developer notes that it’s all “quite intricate” – permitting so much freedom within its open world is no trivial task.
“It’s highly complex, and the rhythm differs slightly for each aspect,” Connell illustrates. “Narrative rhythm is somewhat easier to grasp, making that element more straightforward, but the pacing for the open world is considerably more daunting. We employ numerous little tricks to ensure it functions for us.” It’s safe to assert that it all indeed came together – our own Ghost of Yotei review commends the game for promoting “organic exploration.”
While it’s a delicate balancing act – finding the sweet spot between offering players freedom and not detracting from the story too much – Sucker Punch has excelled at it.
Engaging with one of this year’s most remarkable new titles yet? Be sure to peruse our Ghost of Yotei tips for the most seamless experience.