The director of "Extinction: The Hidden Beast" was surprised why his colleagues didn't "plagiarize"

Jun 25 2025

  Tymon Smektala, director of Techland's game "Disappearance: The Sleeping Beast", recently revealed to the media that he was "slightly surprised" that other studios did not fully draw on the series' iconic open-world design concept, especially in terms of player freedom.

Smektala pointed out: "The Deserted Light series adheres to a design philosophy from beginning to end - and is the first game series to put it into practice - that is, to give players unprecedented freedom." The first generation of works successfully broke through the "invisible barriers" in open world games and the "linear channel" restrictions in FPS games, bringing a pioneering experience of "climbing any building, reaching any corner, and observing the world from multiple perspectives". Smektala said it was an open world design method, and to his slightly surprised that it was not widely adopted by other games as he expected.

Smektala said: "World of the Titans" and "Apex Heroes" have achieved everything you see, and Call of Duty is also developing in that direction. I think "The Legend of Zelda: Breath of the Wild" and "The Legend of Zelda: Tears of the Kingdom" They also provide some ability to access almost anywhere, as long as Link has the endurance to climb there. ”

In addition to open-world design, Smektala believes that Techland is also a pioneer in the field of first-person melee systems. The most unique competitive advantage lies in: "The way of combining the open world with the survival horror elements is still our unique signature." He expects these innovations to "open the thinking drawer of other developers."

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