“It is very cool, but it makes it hard to know where you are without a compass or a mini map, something giving you that extra information your brain is really needing. What we did was we started opening up fields, and I definitely pulled some Shadow of the Colossus photos out, and [said], ‘Fields!’ as reference because it just feels so spic when you’re going through a massive field.”
Ghost of Tsushima Photo Mode Greatest Shots by IGN Staff
And Ghost of Tsushima’s world strives to have that balance, with some more dense areas, closed off by trees, bamboo thickets, and other vegetation, as well as open fields, which Connell explained played to one of the core design philosophies behind Ghost of Tsushima.
“Our content director, Jeff, talks a lot about content density and what is the correct density, Connell said, explaining that it’s the idea of “Thinking about if you were currently doing something, you’re going across the world and you run into something, how much further would you have to ride your horse before you might find the next thing? Or, can you see the next thing from where you currently are? How dense is it?
“And I really enjoyed that conversation because it let us think about what’s the right philosophy for our game. If we want to stand in one place, you just completed something, you should be able to, generally speaking, look around and find one more thing on the horizon, or see the shrine you on top of the mountain.”For more on Sony’s latest PS4 exclusive, check out our Ghost of Tsushima review, read about Ghost of Tsushima’s launch sales success, and if you’re playing be sure to keep track of your progress using our interactive Ghost of Tsushima map.
Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and will judge you if you don’t pet the fox in Ghost of Tsushima. Talk to him on Twitter @jmdornbush.