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Ghost Recon aims for "total freedom of choice for the player"

We had a chat with Ghost Recon: Wildlands creative director Eric Couzian.
Bengt Lemne 25 January 2017

We sat down for a chat with the creative director of Ghost Recon: Wildlands, Eric Couzian, to learn more about the structure of the game, the open world, and more.

When asked about how an open world mixes with tactical gameplay this is what Couzian had to say.

"Actually, what we wanted is to give total freedom of choice for the player. So it's not just another open world. It's really about having a systemic world that is completely emergent and in which you can express yourself. Play as you are as I usually say."

We also spent some time digging into how the structure of missions is set up, but we also asked about the nature of the co-op, a central part of the game.

"It was important for us, it's part of the core design of the game. You don't have two separate game modes. It's one single experience and you can play in solo with three AI team mates you can give orders to. And at any time you can switch to the co-op mode with friends. You can make games in private or in public matchmaking, or even combine both. It means that you never waste your time in terms of the story progression or your personal progression with your skills, your guns, and everything."

Make sure you read our latest impressions of the game.

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