Arkane Austin has a lot of experience open-ended gameplay design, but when it came to designing Redfall's open world, the famed studio behind Prey had a unique problem — Redfall's open world was actually a bit too open.
In a new interview with IGN, Redfall designer Harvey Smith talked about designing the Massachusetts town in which Arkane's new supernatural shooter is set, describing it as "very open." Redfall is an on-foot game he says, and the team has worked to make sure that the setting's design fits within that dynamic.
But at first, Redfall was "too open," Smith says.
"It was like there was not enough blocking you or channeling you, but it's very, very open rooftops and alleys and streets of this small town, Redfall, Massachusetts, which is like a fishing community, a tourist community — quaint, historic, New England stuff with this stealthy takeover by vampires. But the one thing that we do in terms of that gating pretty heavily is we divided the world into two districts. District One is the first half of the missions, and it's the downtown part of Redfall, while District Two is more rural. It's farms, lighthouses, churches, things like that."
Arkane has worked to refine the town's design, with the end result being an open world co-op game in which multiple players work together to take back Redfall's neighborhoods from the vamps. In so doing, they are free to venture off on their own, but at the cost of potentially making things more difficult for themselves; as they say in Dungeon & Dragons, you should never split the party. It's very much in keeping with Arkane's earlier games, where players are encouraged to explore, experiment, and develop unique solutions to their problems.
"What would the Arkane DNA look like
Read more on ign.com