Former Naughty Dog designer lists RPG progression mechanics for Intergalactic in resume

cormack12

Gold Member
Source: Reddit

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I mean GoW has RPG Progression, its likely its just levelling up, getting perks.
HOWEVER, I do think this game will have Metroidvania aspects with navigating the world so could tie into that too.
 
AKA basically everything, as every crap nowdays has rpg like mechanics of some sort.
 
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RPG progression systems in non-RPG games is becoming to be a red flag for me with games. I my experience it just means more bloat and running around engaging in collectathons. I prefer the more streamlined gameplay in TLOU Part 2 and Uncharted 4.
 
I get the feeling it's going to play just like the most recent Jedi games, which were already a mash up of Uncharted and Souls.
 
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This game is going to have plenty of woke nonsense that'll be easy fodder for NeoGaf but there's little chance it's not excellent. Hope it comes out in 2026.
 
Just about every modern game has some kind of RPG mechanics, be it weapon upgrades, health/armor upgrades etc.

Without more specifics, this is pointless.
 
Did they work on a progression system to unlock more hair?

Investing skill points into something that gets shaved off 1 hr in :messenger_hushed:

If only they had balls to make it real RPG, and not one of these nu-RPG with an unchangeable character and a message to deliver.
 
Meta game! Twice. I don't know what it means but it sure sounds cool.

I'm ready for "+3 flem damage while pants are on fire, but only against enemies with nose hair."
 
As other have said, almost every AAA single player game these days has some sort of "RPG" mechanic in the form of skills trees, loot, a quest system, etc.
So this can mean literally anything.
 
RPG progression systems in non-RPG games is becoming to be a red flag for me with games. I my experience it just means more bloat and running around engaging in collectathons. I prefer the more streamlined gameplay in TLOU Part 2 and Uncharted 4.

Yeah, a game having RPG mechanics in and of itself doesn't mean much. It really depends on how those mechanics are implemented. Do they add to the experience or detract? Are they meaningful or just there to fluff up the playtime hours?

I'd love a truly novel take on RPG mechanics that actually heavily influenced the moment-to-moment nuances of telling the story (preferably in ways not completely reliant on cutscenes but if unable to avoid that, where interaction in the cutscenes feel like actual gameplay and not QTEs), but that could be a lot to ask for from a modern day AAA production.

Looking forward to seeing more of this game nonetheless!
 
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