The action system of the new Dungeons and Dragons 3A will be smoother and smoother than the Star Wars Jedi series

Earlier this month, Wizards announced a partnership with Giant Skull to create a new action-adventure game based on the Dungeons and Dragons series.Giant Skull was founded in 2024 by former God of War and Star Wars Jedi series director Stig Asmussen.

《龙与地下城》3A新作的动作系统将比《星球大战绝地》系列更流畅、丝滑

Asmussen worked with John Hight during Sony's production of God of War 3.In 2024, after Hight became the new president of Wizards, he contacted Giant Skull.The prototype they are working on is very compatible with the Dungeons and Dragons series, so the deal is advanced.

While it's too early to discuss the specific mechanics of the game, Asmussen does say that the new work Giant Skull is working on has greatly improved the character's sports model compared to the Star Wars Jedi series.

In an interview with Polygon, he explained: "We are good at melee combat, which John saw with his own eyes, and it fits very well in Dungeons and Dragons. In fact, there may still be some legacy issues in the Star Wars Jedi series, which come from bad decisions we made early on. Some of the mistakes are because we care too much about ‘momentum’ and we don’t want to get stuck, but want to keep moving forward.

When we started Giant Skull, we were using native Unreal Engine, and we couldn't bring the experience of the Jedi franchise to a new company.So, all the mistakes we made before no longer exist.We have a whole new starting point to quickly build games based on years of accumulated experience.This allows us to create motion models that appear faster and smoother.And it won't get stuck because it doesn't know how to fix the stutter.It runs very smoothly.”

This means that when developing the new "Dungeons and Dragons" 3A, the Giant Skull team will completely get rid of the technical mistakes left over from the "Star Wars Jedi" series due to early design mistakes. Using a brand new engine architecture, rebuild the character movement system from scratch. Combined with years of accumulated experience in melee combat and action design, it will ultimately achieve a faster, smoother, free of sticks, and natural and smoother character movement model.