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The director of "Soul of Mount Yotei" explains why he designed a lot of climbing gameplay for players

2025-10-17 22:10:50|Myriagame |source:minecraft skins

There is a lot of climbing in "The Soul of Mount Yotei" because developer Sucker Punch wanted to focus on showing the real steep terrain of Hokkaido - in addition, in a game with a high degree of freedom, players also need more ways to move around to explore the world.

《羊蹄山之魂》总监介绍为何给玩家设计大量攀爬玩法

"We've always been adhering to the design concept of free exploration, right?" Creative Director Jason Cornell said in a recent interview. "This is one of the core reasons why we spent a lot of time polishing the climbing mechanism."

Cornell explained that for an open-world game that is “based on reality,” it is not possible to arbitrarily add “magical teleportation skills” or other gorgeous means of movement to players."That would break the realistic atmosphere we worked hard to build. We need to design non-combat interactions that are consistent with the game world setting."

Setting the game in Hokkaido presents its own unique challenges - there are "mountains everywhere" here, so "you have to find ways to deal with these mountains, and whether to design them as obstacles or opportunities is all in our minds."Sucker Punch chose the latter: For example, if players hike to the shrine, they can get "very good rewards" - "This is not only a visual enjoyment, but also a bird's eye view of the entire area."

“But we found that without a climbing mechanism, it would be difficult to achieve the high-degree-of-freedom game experience we wanted.” Cornell added, “So we also added some ways to quickly go down the mountain: both intuitive and simple designs, such as rapid rappelling from the top of a towering shrine;There are interactive mechanics like gliding, which is actually one of my favorite features in the game... We designed these to turn Hokkaido’s steep terrain and vast vertical spaces into highlights of the game rather than insurmountable obstacles.”