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Banned
Days Gone director Jeff Ross has outlined ideas for the canned sequel
- Continued focus on Deacon & Sarah
- Improve gameplay based on player data
- A more dynamic game world with roaming animals and more varied enemy/ally behaviors
- Swimming
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- Continued focus on Deacon & Sarah
For Days Gone 2, Ross wanted to carry on with Deacon St. John’s story and explore the relationship dynamics between Deacon and Sarah. “Yeah, they’re back together, but maybe they’re not happy,” he explains. “Well, what can we do with that? Okay, we were married before the apocalypse, but what about the future?
- Improve gameplay based on player data
According to the telemetry data, the number one cause of death for players was the players themselves. Ross looked deeper and narrowed it by damage type. Around 25 percent of self-inflicted deaths were caused by people throwing molotovs at themselves, falling from a high place, or blowing themselves up in some way. The remaining 75 percent died by drowning.
- A more dynamic game world with roaming animals and more varied enemy/ally behaviors
That means no more slowly following guys in hazmat suits through instant-fail stealth sections. “A lot of that stuff, like the Skizzo boss fight at the end, is terrible,” Ross admits. “But we had to button everything up as best we could with the systems that we had. Scripting AI was really hard. With the stealth sections, we had to maintain the sense of ‘they will shoot on sight’, but we didn’t necessarily want to have a shootout because the player couldn’t kill them. That was the only thing I could really figure out to do, and we tried a lot of stuff. For the sequel, those are the types of things I wouldn’t do. I didn’t want to do them here. I kind of had to, but we have the data now.”
On top of all that, Ross wanted to push the ecology of the world, allowing bears to dig through trash cans, wolves to roam and hunt more dynamically, and generally give every enemyand ally more varied behaviors.
- Swimming
“We have to be able to crawl before you can walk, and walk before you can run,” Ross says. “I just see that as a trilogy. First games – Batman: Arkham, the first Uncharted – are basic. They are a platform to build on top of for subsequent titles. And if you look at a game like Uncharted, you could surface swim in the first game. In the second or third game, you could go underwater. Then in the fourth game, you’re scuba diving underwater. They didn’t start with scuba diving, they built towards it. That applies to every game. Horizon Forbidden Westis going to have swimming underwater. It’s gonna have all the things that they probably wanted to do in the first game but just ran out of time.
The lack of swimming in Days Gone came from an engineering constraint, which the writers then worked into the lore to explain why Deacon was scared of the water.
“The swimming thing in Days Gone, it’s the worst,” Ross explains. “(Writer and director) John Garvin acquiesced to a certain point and just brought it into the narrative. It gave him an opportunity to have character growth too. I think that’s why he really liked it. This character can swim but refuses to, and later makes the decision to do it. There’s a screenwriting principle behind all that. But from a gameplay point of view, I hated it. I’m like, ‘Alright, we’ll figure this out later.’ By the time we circled back around we were probably in the final year when the user testing was coming back, and people were complaining about the water.”
The only way I could figure out how to solve this was we’ve got to put in surface swimming at a minimum, just to give players a chance,” Ross remembers. “Because once they hit that water, it turns to lava. We want to at least give them an opportunity to get away from the lava before it gets them. It was not a popular pitch.”

The story behind Days Gone and the sequel that never was
The story behind the development of Days Gone, as well as the pitch for Days Gone 2, as told by its game director.

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