Techland Aims for Quality Over Quantity with Dying Light: The Beast
Tymon Smektala, the Creative Director at Techland, has shed light on the design philosophy behind the upcoming Dying Light: The Beast, emphasizing that a more compact experience can provide greater value for players. In a recent interview with GamesRadar+, Smektala explained why he believes a shorter, more focused game is a strength, not a limitation, ensuring players feel they get their money's worth.
Smektala voiced his personal frustration with the trend of increasingly lengthy open-world titles, specifically mentioning Ubisoft's Assassin’s Creed Shadows, Valhalla, and Odyssey. “If I start playing Assassin’s Creed Shadows, I know I will never finish it,” Smektala stated. He acknowledged enjoying aspects of these games, like their core mechanics and initial story segments, but noted that “at some point, playing them starts to feel like a chore.” He questioned, “I don’t want to pay for routine, do you?”
In contrast, Dying Light: The Beast is designed to offer a dense and engaging experience within approximately 20 hours for its main storyline. Smektala drew parallels to other acclaimed AAA titles like Control and Alan Wake 2, both of which deliver complete, high-quality experiences that can be finished in around 15 hours. This approach, he suggests, ensures that every moment of gameplay feels meaningful and contributes to the overall experience, rather than stretching content thin with repetitive tasks.
Smektala expressed strong confidence in the upcoming game, stating, “I’m absolutely sure that Dying Light: The Beast will justify every pound, every dollar, every euro, every yuan spent on it.” Players will have the opportunity to experience this focused design firsthand when Dying Light: The Beast launches on August 22 for PC (Steam, Epic Games Store), Xbox Series X|S, and PlayStation 5. This commitment to a tighter, more impactful experience reflects a growing sentiment among developers and players alike who value depth and quality over sheer playtime.
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