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“This update means to address those things and provide players just an overall better experience.”
The result is a multi-pronged approach that’s been driven by player feedback across the last few months.

“They’ve got more adventure, greater challenges,” says Flynn.
Likewise, the progression system is now less obscure and a lot more direct.
Most of the justifications and explanations behind these changes ultimately come down to giving the people what they want.

Folks want bigger crafting projects?
Inflexion triples the build limit so players can make giant mansions.
Players find the starting crossbow unsatisfying?

Here’s a bow and arrow as an alternative option.
Enjoying the historical and literary icons?
What’s the core of that vision?

And does this change harmonize with that, or is it antithetical to that?
Flynn laughs when I ask him if Nightingale’s original development plan and internal roadmap resembles their current trajectory.
“As they say, everybody’s got a plan until they get punched in the face!”

So I think it’s that element that was getting me frustrated.
Still, [it’s a] super talented team, and I’m excited to play Veilguard."
At the close of the interview, Flynn speaks of the importance of flexibility and creativity in game development.

“Don’t be shy about trying new things and experimenting, and finding new sources of inspiration!”




















