You want to impress players with set pieces or encounters like in linear games but these moments need to be created by systems rather than scripts. You want to have big worlds for the players to explore for countless hours but at the same time, every corner of that world should ideally be detailed, tell a story of its own and be polished. What are some of the challenges faced in creating the huge world of theHunter: Call of the Wild?Ĭreating vast, open worlds is hard. We are incredibly happy that so many people enjoy the games we create.
Back then it was the kind of vision you unite everyone around: “Our goal is to make the best hunting game(s) in the world.” Fast forward eight years and I think we’ve achieved some of our goals, while some are still in progress. A lot of passion went into it over the span of many years. When we released theHunter (now known as theHunter Classic) back in 2009, we knew that it was something fairly unique. Did you ever expect it to expand into so many games as it’s done thus far? theHunter has managed to fill that slot nicely though. Not since the Deer Hunter days did I think there would be another mainstream hunting series. "You want to have big worlds for the players to explore for countless hours but at the same time, every corner of that world should ideally be detailed, tell a story of its own and be polished." He briefly discusses development on the Xbox One and PS4, what’s coming next for the franchise and much more. To learn more about the title and its direction, GamingBolt spoke to producer Philipp Strecker. In fact, the nuance introduced especially with the environmental design is pretty commendable. Remember the days of Deer Hunter and how it seemingly broke through its niche to become a best-seller? Expansive Worlds’ theHunter: Call of the Wild isn’t exactly in the same vein but it’s still very much focused on hunting.