Dead Space 3 dev suggests players ignore extra content for the “experience they’ve come to expect”
Executive producer Steve Papoutsis has explained more about the more open world and alternate route aspects of Dead Space 3 describing a “variety of hubs [and] spokes”. However he also suggests not doing any of it if you want the “tailored experience” of previous games.
Papoutis explains it like this: “Think of the game having a variety of hubs, and then there are spokes that come off those hubs. Some are required for your alpha path or your A to Z progression through the game.” However, other choices are optional. ”You might find an audio, video or text log that motivates you to go find this place; you might be just exploring because you want to see what’s over in that corner of the world and find an interesting-looking door that could lead to a dungeon, so to speak, of stuff to do,” he explains. “There will be other paths available through the game just for you to go out there and find, and figure out what’s going on.”
Part of this more open design is due to the new co-op option. “The idea is we want to let players experience more,” says Papoutis. “Now that we’ve added co-op, it’s really important that there’s a lot of game for you to go and play with. There’s a lot of motivation that we hope drives the players to go explore the world and see what’s around. There are a lot of motivators in Dead Space 3 that are really going to promote a sense of exploration and getting off the beaten path.”
One areas this will impact though appears to be the scares according to Papoutsis. “When you choose to go off the rails and explore stuff off the A to Z path, now you’re into an area that’s not that tailored, scripted, authored experience because we don’t know you’re going to be walking through this door at this exact moment, like in Dead Space 2. So it is a little bit different, but the trade-off is we’re allowing players to experience more game, and experience it with friends. And hopefully that trade-off is a good one for players.”
However, says Papoutsis, “If somebody chooses to just jump into single-player and play it A to Z and not do any of the beta content, they still have that very tailored experience that they have come to expect.” Despite the open world the scares are still there. “That feeling of dread and claustrophobia? That can be derived from the elements out in the cold, he explains. “When you have a white-out condition, you can’t see what’s in front of you, now you can have enemies coming out of the mist at you, or popping out of the snow at you. So you can create that, even in an open area. That’s one way we’re gonna do it.”