It is exciting for Factions fans andThe Last of Usfans alike that a standalone multiplayer game is in development. Because it has been revealed to have some semblance of a narrative-driven tone and a scale exceeding that ofThe Last of Us’ single-player games, there are certain implications made about what it could entail. The most compelling feature that such a premise could potentially entail is a camp dynamic, where players may become affiliated with different camps throughout the available locale and run errands for the NPCs and players who live there.

RELATED:Days Gone and Mad Max’s Vehicle Management Needs to Be in More Open-World Games

Bounties-Vendor

Days Gone’s Encampments Provide Immersive Social Dynamics

Days GoneechoedThe Walking Deadfairly closely in terms of how characters belonged to affiliate encampments, whose ideologies are typically stark to one another or where different people are represented in contrast to the protagonist.Days Gone’s Deacon St. Johnis a nomad, able to move between encampments and mingle somewhat amicably with a diverse cast of characters for his own needs.

Encampments like Copeland’s, Tucker’s, or Iron Mike’s have comparable vendors, such as kitchens, merchants, bounties, and mechanics. Here, players are able to safely refuel and repair before heading back out into Freaker or Ripper territory.

maxresdefault-2

Interactions with characters in these encampments is commonly howthe narrative inDays Goneis progressed, but even if players are simply stopping by on their way to another destination to purchase a new firearm, trade wolf meat or Freaker ears for currency, or repair damages to Deek’s motorcycle, Deacon will chat with those around him. This lays the foundation for an immersive social dynamic between the player and the encampments they travel to, as well as the eccentric NPCs they may find there.

The Last of Us’ Multiplayer Game Should Take a Page Out of Days Gone

Days Gone’s design was largely imperfect, but ifThe Last of Us’ multiplayer gameattempts a similar structure to hub camps with social dynamics, it should definitely look to it for influence.The Last of Us’ single-player games already established this sort of encampment dynamic in towns like Boston or Jackson, let alone the highly fortified and bountifully supplied Seattle stadium.

If players imagine these locations with a blend of NPCs and other players, they could behave similarly in a multiplayer atmosphere.The Last of Uscould allow players to trade in materials for a currency, letting them feel as though they were contributing to particular features in the camp as a result, especially if contributions were publicly displayed.The Last of Uscould thrive in this environment, and would be able to excel at crafting an exciting narrative as Naughty Dog did withThe Last of Us Part 1andThe Last of Us Part 2.

Days Gonemakes Deacon a drifter bouncing back-and-forth between camps for a lot of the game, butThe Last of Us’ multiplayer game could have players build themselves a home in an encampment and truly get to know the NPCs that they struggle to survive alongside. Likewise, it would be incredible if players could aid in defending their camps from players who come from another camp and attempt to raid them.

AThe Last of Usmultiplayer game is in development.

MORE:The Last of Us Multiplayer Potentially Going Free-to-Play is the Right Move