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What were the design priorities for PSO 2?

by Wang Rui Web Designer
Did that create a great deal of PSO2 Meseta work for your development team? It wasn't a lot of work, however, the group was surprised by how beautiful the enhancements made the game seem. Can it be helpful to be able to develop and optimize for a set platform like Xbox One, instead of the myriad permutations that gambling PCs might pose? For the Japanese version it was a multiplatform release, on PC and PS4, therefore PSO two was optimized to provide the best results irrespective of which platform you are playing on. The focus was more on the way to bring out the strengths of this system.

Are you intending any PSO 2-related merchandise or physical versions to the West? Not currently, but when there's a demand for it, which may change. And when we organize offline events and we would like to get a merch table, we may look at making merch for something like this. There isn't really a channel or a way for selling product, but that may change later on so that we can market our Japanese merchandise to our North American users. You've done the Xbox cooperation, where gamers could recreate an Xbox-branded T-shirt in-game. Presumably you've got more crossover content intended just like that?

Will you be able to move your character in ship to ship, in case your friends are on a different ship than you? It's not possible at the moment, but we have heard this request from others, as well, and it's something we anticipate rolling out. It is possible now in Japan, but even in Japan, you may only transfer servers or transfer data once a week during upkeep. There is a particular window and frequency at which you can accomplish this, and that will remain the exact same for the North American region as well. When the first PSO came out, online games were not really established yet. PSO changed all that.

Together with PSO 2, playing games online today is practically the norm, so now that you did the hard work in pioneering things 20 years ago, you could really focus on the design of this game. What were the design priorities for PSO 2? The very first thing that we expanded in PSO 2 was at the character creation system which was not previously possible in MMOs. The next focus was that we wanted to create it easily accessible to gamers as possible. As stated earlier, as there are a lot of solo players from the game, we wanted to make the communication attributes as seamless as possible so that players can join other players easily without having to devote a lot of time amassing a celebration. In PSO two, we've created a"party place" in which you can just combine parties in progress without the downtime spent organizing a group that you may have had with the original game.

Another area that's new with PSO two is the cross-platform drama. The Japanese version already has it on PC, PS4, Vita, and Change (and PSO 2es, that's the portable version), you can play the same character across these different platforms. Now this might not be quite as particular, but eight decades ago, it was quite revolutionary. For the U.S. variant, we've just declared the Windows 10 version in May and you'll be able to play Xbox and PC, and can you buy meseta on pso2 we expect in future platforms, as well.

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About Wang Rui Junior   Web Designer

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Joined APSense since, April 20th, 2020, From HeFei, China.

Created on Oct 25th 2020 21:44. Viewed 272 times.

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