Ronne
Legacy Member
StanTem zei:[video=youtube;BopujaTjfCc]http://www.youtube.com/watch?feature=player_embedded&v=BopujaTjfCc[/video]
Ziet er geweldig uit imo. (nogmaals) ;-)
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StanTem zei:[video=youtube;BopujaTjfCc]http://www.youtube.com/watch?feature=player_embedded&v=BopujaTjfCc[/video]

)Teknohol1c zei:Vet!
Searching Mobile player?
Dus er komt een mobiele versie van het spel? Die bepaalde aspecten zal toelaten, zoals hier nu net getoont, het helpen ontsnappen van Aiden.
Benieuwd hoever zal gaan in mogelijkheden. En op welke mobiele toestellen zal dit dan werken? Allicht enkel op tablets? of ook op smartphones?
(Moet de MP-post nog lezen misschien staat daar iets van vermeld, if so: don't shoot)
Erikvt zei:Heb nog geen reviews gelezen, maar zal dit spel wat vergelijkbaar zijn met Sleeping Dogs? Moet je je verplaatsen met een voertuig of is alles te voet?
Zal hem sowieso bestellen voor mijn PS4![]()
ElevationBoy zei:Heeft er iemand een idee van hoe groot de spelwereld zal zijn van Watch Dogs ?
Hij zal wel groot genoeg zijn zeker? Niets is zeker tot we het zelf spelen he 
Ronne zei:Ziet er geweldig uit imo. (nogmaals) ;-)
, ziet er zo nice uit qua gameplay(mogelijkheden) !!Watch Dogs is out in November, but that hasn’t stopped Ubisoft dropping some tease-bombs ahead of time. The developer has published a cryptic new site for something called ‘WeareData’, which is linked to the title.
Does the game have one ending then, or does it branch?
JM: Yes, one ending. I understand the idea of multiple endings but the problem I have is a branching structure inevitably diminishes the perception the player has of the story, to some extent. I mean you can't divide individual player perception of a game into ten choices, it's so much more complicated than that. Because this is an interactive medium, a lot of people want to tackle that idea of perception, they want, like, six billion different situations so every individual has a logical bond with what's going on based on their own choices. If anyone ever manages that, great! Two thumbs up!
But the other way is, stop doing a story that's crafted to such an extent that it's going to tell every player the same message – make a message that's interesting to think about and make an ending that's satisfying, but that retains a question that reflects how you played, and everything you did in the open-world in a personal way, not in a binary way. It shouldn't be about, 'you have 600 points so you've unlocked the answer'; it's a lot more about you. If you care about the question, you're left with wonder. I think we've found a way to respect the player's intelligence and not limit them.
Bungie has a 10-year plan for destiny – can you think in that way with Watch Dogs?
DG: Honestly that's what we're doing too. Here's the way we think about it: even if we change our minds mid-course or after shipping Watch Dogs and say 'scratch that, we'll do something else', the planning helps to make a strong core. We've all seen TV series where after a season there are a lot of mysteries; then at the start of season two you think, they didn't know what was going to happen - they're just stringing us along! You feel it! And it's the same with games. If there's a clear long-term plan, you'll have stronger characters, the universe will be more coherent. So when you have the luxury of creating a new brand - which is happening less and less in this industry, you need to do just that. We've been doing the same thing Bungie has been doing – we're trying to see how our characters and world will evolve. That's always in the back of our heads.