Dying Light Boss Big Map Not Key in a Big World Game
Tymon Smektała, the boss of the Dying Light games at Techland, shares his thoughts on what makes an open-world game stand out. He says too many game makers aim too big on the map size and not enough on how good the player's time in that world feels and how much stuff there is to do.
Feel and Play Over Size
Smektała believes that the heart of a big world in a game isn't how big it is but how it makes you feel. A smaller, well-made world might make players happier.
Big worlds in games should not just be about size. They should make you feel part of that world. So, we make a world that might not be the largest, but it's made by hand and feels more alive. The player will love being there more.
Fixing the 'Empty Area' Issue
Smektała points out a big problem in many big world games big, boring spots between main places of action. The plan for Dying Light is to cut down on dull travel by making moving around always fun and part of the game.
We made the Dying Light games as worlds where you're always doing something, always using the game pad, always pressing buttons. Dying Light might be one of the busiest games out there. You're always on the lookout, in tune, pulled in by what you feel.
What's Next for the Series
The Dying Light story started in 2015 and now has two main parts. The series will grow with Dying Light The Beast, a big new part for the second game. The game makers see this next launch, coming on August 22, 2025, as a "true third game."