The director of Ubisoft's highly-anticipated pirate adventure, Skull and Bones, has revealed that the upcoming game is "not narrative-driven" in order to enable players to "create their own stories and be able to choose the type of pirate they want to be".
"Skull and Bones (opens in new tab) is not a narrative-driven game," game director Ryan Barnard told True Achievements (opens in new tab). “We have narrative pieces - in the game, you'll meet important NPCs called Kingpins which have their own stories that you'll learn as you develop rapport with them by taking on contracts with them.
"There is an underlying story to the game with which we build the entire world lore, but that's not the main focus. We want players to create their own stories and be able to choose the type of pirate they want to be.
"That being said, what drives you through the progression system which we call Infamy, is the fact that you will gain access to blueprints in the game which will give you different types of ships, weapons, and armors, and you'll need those as you move and explore around the world to be effective against new foes," he added.
Barnard also gave more details about the gameplay, revealing that the team had taken care to be "really clear" that it was a naval game.
"There are many different outposts to discover as a player,” Barnard said. “They all have encampments, sometimes multiple encampments even, which rotate through a system we have. So, for instance, there might be a certain faction one day and the next day be, you know, rogue pirates instead. This was part of how we wanted to ensure that the world changes and feel alive… treasure hunts are one of the things that will only occur at an outpost when you have finally
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