We love physics in our games. Physics is what makes ‘Surgeon Simulator’ and ‘I Am Bread’ tick: no two game sessions are alike, because a lot of weird and interesting stuff can happen, so gameplay possibilities abound. It was pretty disappointing when we found out it couldn’t be done in multiplayer — or at least that’s what everyone told us.
Think about it: from deathmatch arenas to MMORPGs, you don’t really play with physics. There’s no throwing a player against another to have both falling to the ground; no chopping down a tree to squash a passing-by creature; no having vehicles crash into parts that fly away and hit everyone around. No crumbling buildings with dangerous debris, no explosions throwing people in different directions… These kind of things don’t exist on multiplayer games, your sword barely grazes your enemies when rampaging through a dungeon with friends.
So we set our minds to try to crack this problem and see if we could somehow change the status quo. To our surprise, the fellows at Improbable had a few ideas on how to do it, and ever since we’ve been trying our hand at it. This is where ‘Worlds Adrift’ comes from: our desire to make something new and take it as far as we’re able to.
It’s obvious we can’t do it alone, though. We’re entering uncharted territory, we’re not sure if some of the things we’re now capable of doing are any fun to play with, and if together they create a game anyone would like to play. After all, what good is a new idea if no one enjoys playing something built with it?
This is where you come in. As a player, you know better than anyone what’s fun and what’s not. We’re opening up the development of ‘Worlds Adrift’ so we can go on this journey together, and so you can help us craft the game we would all love to play.
For now it’s all a bit vague, but there will be more details in January when the discussion forum opens. Make sure you sign up for the newsletter to learn when it’s all up and running, and I hope you join us building this game. Should be fun!