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Dragonkin: The Banished Director Rejects GaaS, Aims for 'Just Right' Playtime

The game positions itself as a deliberate alternative to the GaaS model common in the hack and slash genre, targeting players who want a complete experience without endless hours.

Reporting from 1 source: Game Spark.

Dragonkin: The Banished Director Rejects GaaS, Aims for 'Just Right' Playtime

In an interview with Game Spark, Dragonkin: The Banished game director Jean-Georges Levieux detailed the game's design philosophy. The hack and slash title deliberately avoids the Game as a Service model, opting for a finite experience without seasons or monetization. The game features a unique skill system called the Ancestral Grid, where each fragment changes skills, and a city hub. It supports solo and up to four-player cooperative play.

The core team behind Dragonkin: The Banished includes creative director Eric Chantreau, who has been art director on Eko Software's games for nearly 30 years. Game director Jean-Georges Levieux told Game Spark the game deliberately avoids the Game as a Service model. The title will not have seasons and will not tie monetization to them. The skill system, called the Ancestral Grid, uses fragments that evolve and change skills, making each player's grid almost unique. The city hub is also a key element. The game supports solo and cooperative play for up to four players on console and PC.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources