The Indie Game Magazine May 2015 | Issue 49 | Page 16

development and gameplay standpoint? that you’ll be integrating into future updates? much around that is likely to cause harm. UWE: important piece of feedback I think we’ve received from our major updates is that players appreciate major updates! All our update content is released publicly well in advance of the release of these ‘big updates,’ via experimental branch. From a content perspective, we don’t actually release anything on update day. We just promote what has been publicly building up in the game over the preceding weeks. This suggests that it’s not just the content that customers find valuable, but also the packaging and communication of that content’s existence in a parse-able, discrete way. Moving into slightly deeper water, players will quickly encounter Kelp Forests. These areas are marked by their towering vertical kelp plants, and generally green palette. Among the kelp lurk aggressive, sizeable creatures known as Stalkers. These creatures are particularly interested in shiny metallic objects such as scrap metal and dive tanks. This is an example of diverse environments producing changing aesthetics and changing gameplay: In order to collect enough scrap metal to build larger vehicles and bases, the player will have to venture outside Safe Shallows. In doing so, they will encounter more dangerous creatures. IGM: Can you talk about the diverse environments players will discover, and how The diversity of environments extends far each zone impacts the gameplay systems? beyond the Safe Shallows / Kelp Forest dichotomy. Further unique areas include red, UWE: Subnautica’s ocean is vast. It’s over 16 undulating Grassy Plateaus, the majestic tursquare kilometers, or about one-third the quoise Grand Reef biome, and more. The final playable area of The Elder Scrolls: Skyrim. It number of biomes is yet to be determined, is divided into distinct biomes, each featurbut through their interaction and uniqueness ing a unique aesthetic, flora and fa V