
Katie Gardner: Players regularly highlight the bosses, gangsters, rackets and combat as some of their favorite things about the game. On a similar note, to what degree did positive feedback inform the development of the Precinct update? Was there anything you knew you didn’t want to change from the base game, based on what fans enjoyed and responded to at launch? Was there anything that got expanded or refined based on positive feedback? What we were looking to address specifically, are two player requests: a desire to really control and improve their turf and a desire to have more rackets available. We’d addressed the major issues when we began development. In terms of “what criticisms from players…” most informed the Precinct update, it wasn’t criticisms in this case. In a sense, it’s not unlike early access. They get early access to pre-release builds and provide critical feedback on design decisions, either confirming or criticizing the decisions made. We also created a private, closed testing group called The Family. We moved on those super fast to get the game into a non-exploitable state. When we launched the game, the first few big updates dealt specifically with improving the player experience in response to exploits and bugs the players highlighted, such as the safehouse rush. What specific criticisms from players and critics most informed the Precinct update, and how is that reflected in the new content?īrenda Romero: Player feedback is critical no matter where you’re at in development. Much has been made of the impact of fan feedback on the development of this update. Thus I knew right off the bat that the player would need to be restricted in what they could initially attack in order to make that decision more interesting, and this decision had to then unlock the future decisions in order to make it more strategic. On a similar note, what were your biggest priorities in developing the Precinct update? What did you know, right off the bat, that you wanted to do, and what came later during the development process?Ĭhris King: The biggest priority for me was to make the choice of where to conquer more interesting to the player and make the overall path of expansion more strategic. It gave a level of depth to the game that wasn’t there before. In creating them, it allowed us to divide up the map and create areas for players to control as well as supply lines which are critical to keep your empire running.


We turned to history for our answers-Chicago was already laid out not just in neighborhoods (called wards), but precincts. As a territorial acquisition game, we felt strongly that we needed to give the player a better sense of painting the map and controlling their turf. We’re fortunate in that the design team and the players were in agreement.
#EMPIRE OF SIN PRECINCT UPDATE UPDATE#
Screen Rant: How did the Precinct update come to be? What was the process that inspired this major overhaul to the game’s systems?īrenda Romero: The process for any game post-launch is two-fold: What do we as a design team think the game needs and what do players think the game needs.
