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Choice Provisions shares insight into making Runner3 a more pure and open experience

by rawmeatcowboy
25 May 2018
GN Version 5.0

Runner3 does a number of things differently from previous Runner games. There are less overall moves to deal with, but courses are much bigger and have branching paths. Why did the team decide to make these changes? Choice Provisions co-founders Alex Neuse and Mike Roush explained.

Alex: “Gameplay wise, personally, I wanted to simplify things a little bit. In some respects, there were too many moves in Runner1 and Runner2, and I wanted to get a little bit more pure of an experience, but then also add some nuance to that.” That nuance comes in the form of new double-jump and ground pound moves that, along with the existing glide, allow players to exert more direct control over CommanderVideo’s jump. “That was one thing for me that felt nice, as somebody who likes to think about ‘how do my hands feel when i’m playing a game?’ Runner3, when I’m doing really well my hands feel great.”

Mike: “I think we also really wanted to open up the world and make it this sort of deeper, richer experience where – really, when you look back at Runner2, it’s so sidescrolling platformer-y, and we wanted this to feel like more of a ‘Triple-I’ experience as they say, and pump up the production values and have this game where you feel like you’re really submerged in a world.” Neuse explained that the team felt Runner2’s world “basically exists to serve the player, or serve CommanderVideo, and we wanted Runner3 to feel like the world was just there and you were in it, instead of it just being there for you.”

[Link]