2025-08-24 21:45:27|Myriagame |source:minecraft skins
With the upcoming launch of the large-scale Chapter 2 update and paid DLC, the survival MMO game "Dune: Awakening" is biding farewell to the initial launch stage and truly entering a staggering stadium of steady development.As the game and the player community mature, developer Funcom has discovered that more and more players are beginning to experience the survival elements in the game more deeply, and this is the direction they are happy to explore.
At the Cologne Game Exhibition, Ole Andreas Haley, production director of "Dune: Awakening", took advantage of the large-scale update announcement to accept an interview, discussing the current state of the game world, future development direction, and its unique genre fusion gameplay.
"One of the most appropriate descriptions of Dune: Awakening is that survival is the core element," Haley said. "To some extent, it's like a 'dune-themed survival RPG'. The game contains a strong RPG element, while the MMO part is to create a feeling of being in a living universe - there are political games, conspiracies, and cooperation and confrontation between factions. But for us, it's really interesting to see the trait of Survival RPG gradually gaining a foothold and becoming one of the reasons players love this game. So I think it's quite attractive for us to explore further."
To support two gameplay experiences and meet different audiences in "Dune: Awakening", it may be necessary to mix single-player content and team content.Hailey also talked about how to balance the PvE (player vs. environment) and PvP (player vs. player vs. player) experience, and in what aspects Funcom is willing to let players write their own stories and make rules through community interaction and role-playing, and in which aspects developers must intervene to maintain the healthy ecology of the game - such as "flapping wing harassment".So, when will player behavior add color to the experience and when will it cause damage?
“Basically, the game must give people a 'fair' feeling," Haley believes. "Whether you are an offensive or a victim, you have to feel that it is fair and there is a choice. So, if a mechanism in the game allows such behavior, there must either be a countermeasure for you to deal with, or there must be a way to get you out of this situation. This is the entry point for us to get involved: we want to provide players with tools to create these interactive moments, but if they don't have the tools to deal with these moments, we need to intervene and provide support."
Hailey said that MMO is a big family composed of many communities. It is indeed "hard to grasp the needs of PvE and PvP players at the same time and clearly define the two experiences.
"We had some expectations when the game went online, but it didn't come true as expected," he reflected. "There were some friction points, especially in the early stages when PvE players felt they were blocked from some progress content, because they were either hidden behind PvP or locked by PvP. So we made some adjustments to this, such as expanding the PvE range of the 'Deep Desert' area. Recently we made another change to allow some resources - actually most of the resources - to be available in the starting area of the Deep Desert (which belongs to the PvE area). So it's really interesting to find balance in the process."
Hailey pointed out that the key is to meet the needs of two groups of players at the same time, rather than overly biasing towards one side.The deep desert "should be a sandbox area of PvP". As the resource distribution becomes more balanced, the PvP part can gradually return to the expected state when it was launched."But before that, or while tweaking, we need to provide alternative paths for PvE players," he said.
"I think that's exactly what we learned from it: finding places where PvE players (one of the players group) and PvP players can collaborate, areas where they can overlap, and spaces where they each need to explore the world independently. We wanted to see more interdependence, such as in terms of transactions - through auction houses, PvP players sell items like their resources, and PvE players can sell items they are willing to swipe repeatedly. But we will continue to adjust and adapt, so the game mechanism is definitely flexible, and we will listen to feedback and make changes."
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