"The beauty of open-world games is in the exploration," so Ghost of Yotei devs are aiming to solve Ghost of Tsushima's repetition problem

Atsu walking next to a wolf through long grass on a foggy day in Ghost of Yotei
(Image credit: Sucker Punch)

Sucker Punch Productions is aiming to make Ghost of Yotei feel less repetitive than Ghost of Tsushima because the team doesn't want to "make the players do the same things over and over again."

Speaking to Automaton, co-directors Nate Fox and Jason Connell emphasize that they remain fond of Ghost of Tsushima. That said, certain things could've been done better. It's a good thing, then, that the team has Ghost of Yotei to apply some learnings to.

"Tsushima has various minigames, but sadly some of them – especially the one where you follow a fox to a hidden shrine – don’t have much variety and end up feeling like a chore. We felt this from the player feedback as well,” Fox says.

"We’ve prepared different kinds of outcomes that could go beyond the player’s expectations," he explains. "We believe that the beauty of open-world games is in the exploration, so we were determined to offer players a diverse experience.”

Iain Harris
News Editor, Games

I joined GamesRadar+ in May 2022 following stints at PCGamesN and PocketGamer.Biz, with some freelance for Kotaku UK, RockPaperShotgun, and VG24/7 thrown in for good measure. When I'm not running the news team on the games side, you'll find me putting News Editor duties to one side to play the hottest JRPG of 20 years ago or pillaging the depths of Final Fantasy 14 for a swanky new cloak – the more colourful, the better.

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