One of the ways that my general
game design philosophy is different from other people's is that I am very
much centered on «the player, their experience and their decisions».
Personally, I could never get into Techland's previous undead offering Dead Island, but with Dying Light they seemed to have taken on board the criticism levelled at the aforementioned
game and used this to inform their
design philosophy, something that was apparently made
much easier once they were no longer bound under the constraints imposed by their former publisher Deep Silver.