
"Kotaku: So in Arc Raiders I can sprint, I can walk, I can dodge out of the way of incoming fire, I can swap the camera on my shoulder. But why can't I lay down?"
"Virgil Watkins, Design Director on Arc Raiders: Well, I mean, one, it is a massive animation hurdle to get that to behave correctly in all the states, and then two, just kind of the way the game is balanced and the pacing of it. Having people default to proning and hiding kind of disrupts that. Read More: Arc Raiders' Dev Addresses Graphics Downgrade, Enemy Difficulty, And More Ahead Of Release And honestly, given the way our drones are, once you're found in that state, it'd probably wouldn't be fun because our movement tends to be quite weighty and so I can imagine trying to get up while a Rocketeer is about to explode you is maybe not fun. But overall, it just didn't feel like it fit with the game loop we've got."
"Watkins: Once we pivoted to an extraction game, approachability became a key design tenet. Everything we have done up to this point tries to keep that in mind wherever possible, as long as it does not undermine that core extraction experience. We've put in a lot of syst"
Arc Raiders omits a prone/lay-down mechanic because of major animation complexity and because proning would disrupt game balance and pacing. Proning could lead to frustrating moments where heavy movement makes rising under threat feel unfun, especially against explosive enemies. The game prioritizes approachability after pivoting to an extraction format while maintaining core extraction intensity. Design choices aim to welcome players skeptical of hardcore shooters without undermining tension, weighty movement, and tactical risks. Systems and adjustments focus on accessibility where possible, constrained by the need to preserve the extraction game loop and challenge.
Read at Kotaku
Unable to calculate read time
Collection
[
|
...
]