"I think almost every, if not every, quest in the game has more than one way to start it," Ritger explained. "You can do things out of order and pick up items and give them to people that want them, or kill a character or whatever, like, you can play things out of order." This highlights Avowed’s unique quest design aiming for player agency.
"You can come at a dungeon or vice versa, from a different direction than you normally would. And we want you to be able to do that just based on however you naturally progress through the world," said Ritger, emphasizing the game's exploration and player choice.
"We want to just constantly foster that sense of exploration, wanderlust and just getting lost pleasantly," Ritger noted, further outlining the game’s intention to encourage players to explore at their own pace.
Ritger shared that he believes "missable content" is "the core" of RPGs, indicating how Avowed's design philosophy aligns with establishing a rewarding yet unpredictable gameplay experience.
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