In a recent interview, Days Gone director and writer John Garvin discussed Bend Studio's post-apocalyptic tale, claiming that the stacking of different systems ensure that predictability is impossible, which greatly enhances the experience.
The interview was given to Edge magazine, for their May 2019 issue, where Garvin said that the of the game was mostly about ensuring that the open world ran as intended, which means balancing multiple systems.
"You can't really tune the game if you don't have the melee system quite done yet, because then you can't really tune the crafting system. All these systems have to be in play at the same time, and that means all of them have to be done and in the game and working. That's what takes the time", he said.
Nevertheless, Bend Studio seem to be satisfied with the progress they've had so far." All the systems come into play in a way that makes predictability impossible, and that's what makes the gameplay experience awesome", Garvin said.
He also touched on fuel management, which will be yet another thing you'll have to think about in Days Gone. Deacon St. John's bike is one his most trusted companions and ensuring it keeps running is part of the deal.
"You don't want to punish the player, having them constantly run out of gas and making it a chore. But on the other hand, you want that tension that comes from that constant fear of 'Oh my god, am I going to run out of gas?'"
Garvin once again reminded that freakers, which is SIE Bend's prefered zombie nomenclature, will be completely autonomous, even hunting bears, just like they are likely to be hunting players.