Anonymous
7/24/2025, 4:32:33 PM No.716318025
I thought about how to make the BTs into a fun mechanic and i reach a conclusion regarding exactly why they fail.
They are predictable. It's their fatal flaw, it kills them on the spot.
When seeing some timefall a player will skirt around the zone which effectively removes the BTs contained in this area from the game, the gameplay and the map are reduced. If the coast is clear then a player is inclined to go through the area and that's when the BTs "could be there any second" their presence is being felt more than if they had spawned. The BTs must be less present in order to be more present, they must engage less with the player to increase the player's engagement with them. This counter intuitive subtlety was lost on Death Stranding's developers. For the game otherwise so creative elsewhere in its gameplay, to fall back on what reminds me of MMO mob design.
They are predictable. It's their fatal flaw, it kills them on the spot.
When seeing some timefall a player will skirt around the zone which effectively removes the BTs contained in this area from the game, the gameplay and the map are reduced. If the coast is clear then a player is inclined to go through the area and that's when the BTs "could be there any second" their presence is being felt more than if they had spawned. The BTs must be less present in order to be more present, they must engage less with the player to increase the player's engagement with them. This counter intuitive subtlety was lost on Death Stranding's developers. For the game otherwise so creative elsewhere in its gameplay, to fall back on what reminds me of MMO mob design.
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