Modernizing the PS5 hit “Ratchet & Clank” meant making it easier



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The creators of the PlayStation 5 hit “Ratchet & Clank: Rift Apart” ditched old ideas about the difficulty of the game – and even made a previously “unthinkable” design decision – to help gamers get through their new game, said its creators at Axios in an exclusive interview. .

Why is this important: Some game designers are rethinking the virtues of creating an engaging game versus making games accessible to more people.

  • “We’ve kind of ditched the misconception that games have to be kind of tough for you to get satisfaction from,” Rift Apart game director Mike Daly told Axios of the new approach. of his team when it comes to game challenge.

Between the lines: “Ratchet games have never been the hardest game, but this new game helps gamers more.

  • These games feature a furry humanoid hero who acquires and shoots an arsenal of cartoon guns while exploring colorful sci-fi worlds filled with enemies.
  • A selection of traditional difficulty settings for all of this action in “Rift Apart” is complemented by an extensive “ping” and hint system, which gives lost players a boost towards the objectives.
  • Between all the shoots there are puzzle levels, a staple of the series, but in “Rift Apart” players can skip any one with the push of a button. (“That would have been unthinkable three to five years ago,” said Mike Fitzgerald of Insomniac.)
Screenshot: Sony Interactive Entertainment / Axios

The Biggest Boost “Rift Apart” Gives Gamers comes via a unique PlayStation 5 feature called “activity cards,” which appear in the console’s home menu and have been used inconsistently and unimpressively by other games on the young system.

  • For “Rift Apart”, cards are used to indicate in-game tasks, including missions players can complete or hidden items they may want to find.
  • The maps offer text-based advice and, for those who click, short, how-to videos.
  • They even show time-strapped players how many minutes each task should take. Insomniac revealed to Axios that these accounts are personalized for individual players.
  • They are derived from an estimate set by the developers which is then compared to the average completion times of other players for the task pulled by the PlayStation Network online – then personalized with a check of the player’s pace playing the game.

The bottom line: Daly says his team’s work to make the new game more accessible has transformed their mindset to make the game more accessible.

  • “We don’t think about, ‘What will make most of the elite players feel good about themselves? “And even more,” What will allow everyone to have the experience they want to live? Because that’s sort of the most important thing for us. “

Go further: Sony wants more PlayStation cross-play

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