Director at Ubisoft on Skull & Bones Ryan Barnard recently described the mechanics of this highly anticipated title, noting that he wants “players to create their own stories and be able to choose the type of pirate they want to be.” Barnard also dove into the details of the story in addition to what players will be experiencing on both land and sea.
The news comes from an interview by TrueAchievements in which Barnard was asked all about the upcoming title. The developer noted that while Skull & Bones won’t be driven by its narrative, the title will “have narrative pieces in the game, you’ll meet important non-player characters called Kingpins which have their own stories that you’ll learn as you develop a rapport with them by taking on contracts.” Barnard went on to explain that while “there is an underlying story to the game with which we build the entire world’s lore, but that’s not the main focus.”
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When asked about the mechanics in Skull & Bones, Barnard pointed out how “there is a lot of gameplay on land, it’s where you craft, gear up, socialize, manage your warehouse, and customize your ship and your captain. The only thing that really isn’t on land is combat.” Barnard remarked that Skull & Bones remains “mainly a naval game.”
The developer went on to discuss dynamic events, calling them “basically a pool of things that can happen in the game as opportunities for players to interact with while sailing to their main objectives.” Barnard gave a couple of examples like a “merchant who is afraid and needs protection” as well as a "battle where one of the factions is attacking a settlement and you can either defend the settlement or you can join in as a player.”
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