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How Fortnite's cube is inspiring Anthem's post-launch plans.

IbizaPocholo

NeoGAFs Kent Brockman
https://www.pcgamer.com/how-fortnites-cube-is-inspiring-anthems-post-launch-plans/

“Well one problem that we’ve had with BioWare games is there’s a real reluctance to talk about what you’ve experienced because of the feeling of spoilers,” says Darrah. “But when you look at something like Fortnite, there’s this very shared communal storytelling going on, like with the purple cube or the missile or the meteor showers. People share this experience because they know everyone saw it. That’s what our world actually gets us. What we’ve never had before is the ability to have a shared experience we can all talk about and have storytelling on this communal level.”

“It’s cool because the world fiction and the IP is all build around this, right?” says Gamble. “You have this incredible force that no one can really quantify that just basically is just ripping the world and changing it and creating new disgusting creatures and different things.”

“So we definitely are planning to do some seasonal content, bigger stuff. But then I think we need something more than that. I think what Fortnite, what Epic has done that others maybe haven’t figured out, is that they have seasons—big 10 week-long things—and then within that they’re like, we’re just going to sprinkle in something on top of that,”

“What then you see is a lot of developers are missing is that second level of thing,” says Darrah. “They’ve got the season and they hit that cadence. ‘We do five things a year, six things a year.’ But they don’t have that extra little bit of spice, and that’s what Epic has figured out.”

“We have a full plan. Potentially even a third layer,” adds Gamble. “We understand completely that as time goes on people’s interest in things will drop off and then the only people you’ll be able to get back are the ones who are super hardcore in the game. We don’t want that.”

We can have one of the characters you’re already interacting with be like, ‘Oh, you know I heard about a big purple cube!’ And then you show the big purple cube, and then the big purple cube moves, and then oh my God, the big purple cube is whatever the hell the big purple cube is going to be.”

“And we can do that without the players waiting for five, six, three, four, whatever months for massive DLC”

“Anthem is its own thing. Anthem is not Dragon Age or Mass Effect”

“When you go and look at the moment of agency that really people remember from previous BioWare games, they aren’t the earth-shattering ones. They’re the personal ones, the ones that impacted people that you cared about.”

“We lose the ability for you to say ‘I’m going to push this button and that mountain over there is going to explode.’ We as developers can decide to blow that mountain up because you guys all didn’t kill enough Scars, and then that’s a thing we can experience together, the consequence of that,” says Darrah. “And I think that’s amazing, but from a personal agency perspective the story choices that really matter are like ‘I didn’t help this person and now they’re dead.’ ... We can diverge there because that’s the kind of thing and impact that I see reflected back at me in my version of Tarsis, and you see in your version your version of Tarsis. But when we’re out in the world, the world doesn’t care. It doesn’t care about that. I care, but the world is impassive to that.”
 
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