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GTFO's Ulf Andersson talks about the loot shooter trend

"There are so many tools now that you can use that's only being used to monetise, and why not use them to make the game better?"

Not long ago we spoke to Ulf Andersson, creator of the Payday series, about his new game GTFO, and during the long conversation about the creation of the game and how development is going, he told us about the studio plans on supporting the experience after launch.

"We're gonna unveil some other crazy stuff that we're doing with the game in how we tell story and how we deliver content and that kind of stuff," he said. "The idea is to keep updating this game. It's a premium game and we won't sell like DLC and stuff, that's the idea. We might in the end if we run out of cash or something [laughs]. But like the utopian version of this is keep updating it and keeping it interesting to play, just because it's fun for us to do and it's fun for people to play it. And that's one thing we can do because we're not a big team, it's not super expensive to keep working on it."

We also got onto the topic of loot shooters, a genre which has come under fire in recent years, and here's what he had to say:

"I think one of the big problems is leveling, right. So it's all built around math, like models to trick you, where it's like 'you gain another level, all the enemies become stronger, but now your gear is more s***, so now [...] you gotta grind'. So looking at that and saying 'we won't use traditional leveling, we will use more of a golf bag of potential', so you build your bag out and try to perfect certain things to work in a certain fashion, so when you do get into a map with a certain type of enemy on it or something like that, with a certain type of positive scenario on it, you have to sort of perfect your gear to complete it."

"It's way worse to design," he continued, and when talking about the other systems mentioned, he added that "I'm not saying that's easy to design, that's also very hard, but it's been done a lot and I think people sort of see through that now and they know that they end up in the wheel of doing that stuff. And we'd actually rather have people play the game, some have fun with that, they drop it for a while, and they come back to it, instead of trying to hook people to only play our game and have to invest money and [...] time."

"There are so many tools now that you can use that's only being used to monetise, and why not use them to make the game better? People forget - we play games because they're fun, right? So we want to try to make something really cool."

What do you think about loot shooters in this day and age?

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