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Conceptualizing Days Gone 2- Some ideas to flesh out game mechanics
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It's clear that DG2 isn't coming for a long time, if at all. A sequel hasn't been completely dismissed as a possibility, but Sony aren't interested in what's been pitched. Bend is currently working on a new IP that apparently builds off of the ideas they are rumored to have pitched for the Days Gone sequel, so they're going to be bust for a while.

But that doesn't mean we can't talk about how we'd like a theoretical sequel to expand upon the single player experience of the original.

  1. More incentive to explore. There simply needs to be interesting things to find in the world; stories to discover. Even if they don't result in a side quest or anything of that nature, the world would feel so much more real and interesting if there were more things to collect, journals to read, etc. In games like Fallout, I loved walking into a building to find the aftermath of some event that took place in the past, and trying to piece together the story of what happened.
  2. Broader range of bike types and capabilities. Imagine having access to bikes like a Honda Goldwing - something capable of excellent fuel economy and cargo capacity, but not as agile or capable offroad. You might take this for a specific task - maybe resource gathering. Then you could have a dirt bike - something that is extremely capable off-road, handles jumps very well, extremely maneuverable, but has a louder exhaust, lower top speed, less cargo capacity, less fuel economy, etc.
  3. Perpetual side-jobs such as scrap collecting. These are jobs that are always available - gather extra resources to sell to a camp. Simple. Something else to do out in the world than simply refill your arsenal.
  4. Bike and weapon upgrades can be found in the world. Use the Eagle Vision feature and upgradeable parts on enemy bikes/guns will be highlighted. It would take time to remove/attach gun mods and small bike parts, but larger bike parts would require delivering the bike back to a friendly camp, or paying to have it recovered and stripped.
  5. Enemy camp takeover. Instead of simply clearing out enemy camps, now you can have people from friendly camps deployed to them to establish outposts. Just the bare essentials available like bike repair, medical aid, etc. These outposts can always work with scrap collecting or enemy bike recovery- instead of having to travel all the way to a main camp with an enemy bike, if you establish an outpost in your area, you can simply deliver the bike there and they will have it taken to the main camp automatically. This gives extra incentive to set up the outposts on top of just clearing out enemy nests.
  6. More hordes, more nests, more sanctioned freaker eradication. Days Gone underserved itself by holding the hordes until later in the game, when they are easily the game's biggest feature. In DG2, they'll be present from the start, and the act of wiping them out will be one of the main objectives in the game.
  7. Add honey holes like police stations, military installations, etc. These locations would feature their own challenges, like finding keys or dealing with freakers that are wearing helmets and so on, but they would also contain ammo and weapon caches, and other worthwhile loot.
  8. Add a wide range of one-time-use environmental melee weapons. Running from freakers through a house? Grab a dining chair and smack it across the face of the nearest freaker. Include the ability for Deacon to grab doors as he runs through and slam them behind him to cut off his pursuers. Snatch a fallen tree branch to jab it into a freaker chasing you.
  9. Give Deacon more moves. Don't make him a parkour expert, but maybe he can jump through windows, slide across car hoods, do that Marty McFly shoulder-check to knock one enemy into the others to buy himself some time to escape, etc.

These are just some of my ideas, but it's a start.

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