The Developer Of MAX PAYNE And ALAN WAKE Abandons Solely Single-Player Experiences

The Developer Of MAX PAYNE And ALAN WAKE Abandons Solely Single-Player Experiences

Creating games is getting more and more expensive and it's hard to secure huge budgets without adding microtransactions and loot boxes to even solo campaigns, but it looks like Remedy has found a... remedy.

By someguy - Jan 17, 2018 03:01 AM EST
Filed Under: Multiplatform
Source: GamesIndustry
Remedy Entertainment is best known for successful merging the film noir's aesthetics with bullet time, strongly inspired by the work of Stephen King. The studio also tried to shatter a border between games and the world of film with Quantum Break. Since last year it's been known that the developer is working on a new action game called Project 7 which is going to tell a story based on Remedy's own universe.

Remedy Entertainment head of communications Thomas Puha revealed new details about their upcoming projects. According to Puha, P7 is the first Remedy game that will be a "long-lasting experience". The main reasons behind this decision are constantly growing game budgets: "The reality is the traditional AAA single-player experience is just really expensive to make. The expectation level from gamers is really high in terms of how long the game is, what sort of features it has, how good the production values are. All those things are very expensive to do. And if you go back 10 years, you could still say the console market is roughly the same size. In the end, the audience you're selling to is relatively the same size but the cost of making the game is ten-fold these days. So that's an obvious problem."

Puha also mentioned that the narration is still the most important for the developer, but P7 will have gameplay features that will try to persuade the players to replay it many times, probably meaning the cooperation mode. Remedy is also working on a solo camping of Crossfire 2, one of the most popular franchises in Korea. 

These decisions are understandable, considering that "making games is hard"...

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