Gunfire Games' Remnants 2 Less than a year after its release, the game’s third and final promised DLC, The Dark Horizon, has arrived, bringing the game full circle. Following three successful DLC expansions, Remnants 2As the base game of the title, the developers are now in a position to continue supporting the game through balance adjustments and updates to the existing meta. As you might expect, fan feedback and community awareness Remnants 2 The way Gunfire's gameplay team adjusts the title's meta is heavily influenced by the way they design and implement new abilities, gadgets, and skills that feature new archetypes.
Game Rant recently had the chance to sit down with two experts to discuss the process of designing a new prototype. Remnants 2's lead designers have spent thousands of hours organically on the game outside of the time spent in development. Lead designer Ben Cureton and lead designer Steve Bednarz both acknowledge that fan feedback is essential to a community-driven game. Remnants 2So the team will regularly seek out and listen to player feedback and use it as a starting point for how to improve and update. Remnants 2 By adding or adapting additional classes to the existing toolkit.
The Remnant 2 gameplay team is always looking for ways to improve the experience.
The Dark Horizon DLC features new story content, new archetypes, and an all-new Boss Rush mode. Remnants 2 We’re also improving the most fan-requested feature in the game, Item Filters. The free update that’s coming with the DLC will also include a number of updates and changes to the game’s UI and item economy, including the new Prism system and a completely revamped Relic Fragment system and menus.
These changes were requested by:
Remnants 2
A community that game developers watch closely as a means of driving continuous improvement.
This includes how the team buffs or weakens certain abilities and perks, as well as designing new archetypes for the game. Speaking about the value of fan feedback in driving the design process, Senior Gameplay Designer Ben Cureton noted that community feedback often addresses a long list of ideas the team already has, which can lead to some changes being prioritized over others to appease the player base.
“We take that into account. We often compare it to what we think about, because even if a player plays a game for 300 or 400 hours, no matter how much they play… we think about it for 10,000 hours. That doesn't mean we're right. It just means we've thought about some of those situations.”
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“Maybe that feedback will change things. Maybe it will push something up or push something back.”
Senior Designer Steve Bednarz points out that this is how the Ritualist Archetype came to be. Remnants 2In the first major content update, it was mentioned that a major complaint about the vanilla version of the game was that “a lot of the status effects at the time were not very strong.” As a result, the team worked to deliver a new class, the Ritualist, built around providing negative status effects and enhancing the debuff abilities of other classes. Bednarz also acknowledged that player feedback and feelings about preferred builds or team compositions play a big role in how the gameplay team makes changes.
“We definitely listen and pay attention to things that people feel are lacking or, you know, that need to be dialed in a little bit. We listen to feedback and try to fill in the gaps that people feel are missing from the game.”