With each passing day the release of the long-running Skull and Bones is getting closer and closer, forcing the developers to get in touch more often and announce more game details. So, today the gamdirector of this pirate action game Ryan Bernard told . quite curious information about the structure of the local narrative system.
According to Bernard, although Skull and Bones has certain story elements, it is not a story game in the usual sense of the word. As the developer specifies, the basic idea of Skull and Bones – in the possibility of players to create their own stories, playing the role of the captain of a pirate ship, which they themselves want to be: to put it simply, no forced commitment to a certain side, due to the plot intricacies, we will not be constrained.
As Bernard clarifies, Skull and Bones will undoubtedly feature non-playable characters, each with their own spelled out stories that will unfold as we develop relationships with them, but as a whole they have no effect on the global plot, for there is none here (the global plot) in the usual sense.
To put it simply, the project will evolve along the lines of a typical service game, where story elements may be present, but are not the main “engine” of gameplay. Well, as Ubisoft Singapore was able to implement the ideas in this long-suffering pirate action movie, we will learn on November 8 on all current platforms. Unless, of course, there will be another postponement of the release.