Undead Labs the devs behind State of Decay were mostly silent about their sequel until today when they spoke with IGN revealing new Concept Art, and information about the open-world survival RPG.
The CEO Jeff Strain, and design director Richard Foge have confirmed that State of Decay 2 takes place in a bigger, and new town saying – “I know SoD fans are hungry for details on number and size of maps, regions, kilometers of playable area, etc, but we’re not quite ready for that. For now, suffice it to say that the playable area is substantially larger than State of Decay.”
“The millions of State of Decay players have been clear about what they want in State of Decay 2: A bigger, better State of Decay they can play with their friends,” he said. “We intend to deliver on all of those.”
Concept Art provided to IGN
IGN went to ask Foge about the possibility of friends becoming un-friends seeing the fact that State of Decay is all about handling your relationships with your survivors. “The primary goal for multiplayer is that other players bring an interesting new dynamic to the simulation,” Foge said. “The heart of State of Decay is consequences, and we need to make sure that other players are more than just an awesome addition to moment-to-moment gameplay; they need to become a part of the story based on the agency they have in your world.
“Your guests cannot just say ‘screw it, I’m taking this to PvP-town!’ and directly attack you or any of your community members, because State of Decay 2 isn’t a PvP game. They can’t go into your base and tear down all of your facilities. But there are plenty of ways that they can be a hostile force in your world because they can directly affect the simulation in meaningful ways.”
“The simple example of this is someone making noise and the zombie simulation responding. You may find yourself in a situation where one of your characters ends up getting killed because your guest made a racket that you couldn’t deal with. This goes both ways though. You may end up causing a situation that gets one of your guest’s characters killed, permanently.
“A more complex example is killing enclave NPCs that aren’t a part of your community. There might be great reasons for them to kill those characters or they might just be going Westworld Blackhat on your simulation, but either way you are going to have to deal with the consequences of those actions. In the case of killing members of an NPC enclave, your relationship with that enclave is most likely going to become incredibly hostile and they may attack your community on sight. Now you have to decide how you want to handle that situation.”
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