Greg “Ghostcrawler” Street and the devs at Fantastic Pixel Castle continue to assemble on Street’s podcast to discuss the creation of the Ghost MMO and how it’s being built around player experiences.
The video is high-concept but low-information overall, with the devs talking about the difficulties of making MMOs in general, likening it to Jurassic Park in terms of complexity where the fictional park’s creators were balancing making a theme park, a zoo, and Disneyland all at once. The team is clearly trying to solve its problems with tech, specifically Unreal Engine 5 (despite the noted difficulty of making an engine built for session-based titles work for an MMO) and procedural generation in the “blue zones” discussed previously, as well as the potential use of machine learning to supplement human devs.
The devs did drop a few tidbits about the game through the course of the chatter, including some confirmation that large-scale battles aren’t necessarily the primary gameplay focus, but making the game experience seamless for players, whether they’re just fighting a goblin or looking to tackle a world boss, will be. They also made noise about ensuring Ghost’s blue zones will bring something new every time while keeping things within expected visual expectations, as well as how generated foes should operate. The full podcast video awaits below the break.