Each dead body would contain one single loot item. The initial design consisted of a system where all enemies, once they had been killed, could be looted. As part of accomplishing this, we decided to include a minimized loot system. We wanted to stay away from advanced user interfaces and complicated, hard-to-learn systems. Why?In Wolfenstein: The New Order, one of our early design bullet-points was: “ Action adventuring equally accessible to the casual gamer as to the hardcore fan.” We wanted to include adventuring elements to encourage exploration and replayability, but we wanted to keep it simple. Why isn't ammo collection done automatically? As progressing through the game requires players to make very frequent use of the "use" button, it's a question asked by many, and not very easy to answer. What: "Manual" ammo collectionIn Wolfenstein: The New Order, players must pick up ammo by approaching it and pressing a button, instead of simply coming in contact with it. My primarily responsibility for Wolfenstein: The New Order was game design. At MachineGames I work as the managing director for the studio and as well executive producer for the games we make. I started MachineGames with a core group from Starbreeze in 2009, and we joined the ZeniMax family in fall of 2010. I then worked on Riddick and an untitled, now cancelled, Bourne game until I left Starbreeze a few months after the release of Dark Athena. This was a role I also filled for The Chronicles of Riddick: Assault on Dark Athena, until I took on the role of game director in 2008. During the last year of The Darkness, when the lead designer left Starbreeze, I took over the lead design position. While working on that game I also got more involved in general game design, something that continued with the development of The Darkness. We then moved over to The Chronicles of Riddick: Escape from Butcher Bay where I worked as a lead level designer. The first title we released was a third-person action game called Enclave. Who: Jerk Gustafsson - Managing Director, Executive Producer, MachineGamesI began working in the industry as a level designer in 1998.
![the new order mod the new order mod](https://i.redd.it/ktva9e9msfd61.png)
The new order mod series#
Game Design Deep Dive is a new series from Gamasutra, with the goal of shedding light on specific design features or mechanics within a video game, in order to show how seemingly simple, fundamental design decisions aren't really that simple at all.