Tell me more about The Trail's backpack management

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Every single campsite that you go through as you progress present a whole variety of different challenges that you face. Some of those can be while competing against other people.

PC Gamer: What are the main differences between The Trail's free-to-play mobile version and its premium PC version?

Peter Molyneux: The main differences between the two are that in the PC version you have the option to unlock hundreds of different unique skills for your character, so that you can buff and improve certain elements of you character. Every single campsite that you go through as you progress present a whole variety of different challenges that you face. Some of those can be while competing against other people POE currency trade.

We've also completely rebalanced the game and have implemented new features for when you get to a town and cooperate together as townsfolk. That is has been completely reordered. The only thing that's really been kept is the backpack management and the ability to trade with other players. Everything else we've reimplemented, or recrafted or have implemented from fresh.

Tell me more about The Trail's backpack management.

We did quite a lot of work on designing the backpack feature, it's a physical thing that you have to squish things in. There's a real skill in trying to get as much stuff into your backpack as possible. Going forward to the PC version, there's the realisation that people love to be challenged. As you progress, you're challenged at every campsite you go through and that enables you to unlock different skills and lets you specialise in being a hunter or being a lumberjack or being a tailor.

All of this is in service of when you finally reach places that you can settle down and call home. When you do that, you join a community of other people, other explorers that have been going out and collecting stuff and becoming different hunters and different classes. Then once you're part of a town, you and the other town members cooperate with one another to try and make your town the best town. There are certain rewards in making your town the best town. All of that was inspired by the original Oregon Trail. So that's the very fractured two minute pitch.

Unlike Godus, where Curiosity was in essence a marketing pitch for the eventual game, the Trail came to iOS with almost no fanfare. Why did you approach it in this way?

The thing is, Joe, it's a very brave person now that pre-hypes a game. I'm not saying it can't be done, I'm sure there are far more skillful people than me that can do that but in today's world I think all types of peopleconsumers, not just gamersthey want you to talk about something that they can get their hands on, that they can try out for themselves. That's the world we live in now. I think there was an interesting argument in saying: If I'm someone who is fascinated in the process of making a game, maybe there's some way that I can discover that. But the traditional approach of the 1990s and 2000s of hyping your game up and going out and showing incredible trailers and doing lots of interviews and then launching the gameI just don't think the world works like that anymore. I think it just annoys people buy POE orbs.

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