grw_news_play_missions_your_way

Play your missions your way in Ghost Recon Wildlands

01/09/2015 05:00 PM

“When we finished Ghost Recon Future Soldier, one of the things we wanted to do was look at player choice, player agency,” says Dominic Butler, Ghost Recon Wildlands’ Lead Game Designer. “This was the chance to realize a dream we’d had for a long time, which is to really open it up and give the choice back to the players.”

An example of that choice is one of the officers of the Santa Blanca cartel you encounter in one of your main missions. He’s an optional stop en route to extracting the mission’s main target, an informant named Luis. If you manage to capture and interrogate the officer, he reveals that Luis is held in a nearby camp.

Knowing this wasn’t necessary to finding Luis. The four Ghosts could have simply found and charged the camp on their own, taking their chances with the fortifications. They could have set up sniper’s nests and emptied the camp of guards, or they could have waited until nightfall and snuck in under cover of darkness. But now that they have a little information about what they’re in for, they can plan accordingly – and the plan they settle on involves stealing a helicopter.

“It’s not about us determining beforehand that this is a stealth mission, or this is the bit you have to escort the guy, or you have to do a full frontal assault,” says Butler. “It’s, ‘here’s a situation; here’s a singular objective, and then it’s up to players how they want to do it. They write their own story.”

Learn more on Ubiblog

Author
The Ghost Recon dev team

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