The game is very different when it comes to player experience

Oct 9, 2012 13:29 GMT  ·  By

Mark Simon, who is the leading designer working on God of War: Ascension at Sony Santa Monica, has revealed that the team is using more feedback in the coming game in order to show players how they are performing and what other strategies they might try.

The developer stated, during an interview with Gamasutra, that, “You can give them messaging when they die. It doesn't seem like much to do something like that, but what if it's related to how they die? Then when they die, every time they die, that's a learning experience.”

He added, “You can give them clues based on things that happened while they're playing, in terms of readability, which is huge in fighting games, for sure. Because if you get the feedback that you did something well, then you'll continue to try to do something well.”

Mark Simon talked about God of War III and its problems, pointing to the fact that players were unable to quickly see what strategies worked on the first boss because it had no clear reactions and the gamers lacked the feedback they needed to modify their approach.

The team at Sony Santa Monica plans not to make the same mistake with the new God of War title.

Ascension is designed as a prequel that will show the adventures of main character Kratos before he becomes embroidered in his original battle with the gods.

The team plans to make the character more relatable and show some of his motivations.

The new God of War: Ascension is also the first game in the series to include multiplayer, which is shaping up to be incredibly fun based on what we have seen during E3 2012.

God of War: Ascension will be launched exclusively on the PlayStation 3 on March 12, 2013 in the United States and one day later in Europe.