Building a Career Worth Wrecking - Dev Blog #2
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[/p][p]Estimated 10-20 minutes to read[/p][p] [/p][h3]Welcome to the Wreckfest 2 Dev Blog #2 [/h3][p][/p][p]Howdy folks, [/p][p]We're thrilled to announce the launch of the 2nd official Wreckfest 2 development blog – Career Part 2! [/p][p]But before we begin, we wanted to say a huge THANK YOU for the incredible response to Career - Part 1 — Your feedback is invaluable to us and helps us shaping Wreckfest 2! [/p][p][/p][p]And to refresh everyone’s memory, let’s do a quick recap of Career Part 1:
There we’ve put light on what makes Wreckfest 2 tick, starting with the core design pillars that guide development and the three player profiles that they are built around. We also introduced the different motorsport disciplines we support and how players rank up through their divisions. And most importantly, we talked about how freely you can progress across the various career events by using Unlock Points. [/p][p][/p][p]With that covered, let’s dive straight into Career Part 2 and take a closer look at these Unlock Points, which are used to drive progression in the new career system. [/p][p] [/p][h2]Unlock Points: Freedom of Choice [/h2][p]Achieving accomplishments rewards you with unlock points, the main currency of career progression. Once you've accumulated enough unlock points, you can spend them to unlock new events in any discipline you choose. [/p][p][/p][p]This system gives you genuine agency over your career path. Focused entirely on demolition derby so far? You could spend your points to unlock the next derby division, or you could branch out and unlock the first division of European Racing to try something different. Found yourself stuck at a challenging division? Pivot to another discipline, earn some points there, then come back stronger. [/p][p][/p][p]The further you progress, the more points are required to unlock subsequent divisions. This creates a natural sense of escalation and accomplishment without forcing you down any particular path. And because you're not locked into completing specific events in a specific order, you can always make progress doing something you enjoy. [/p][p][/p][h2]Side Quests and Special Events [/h2][p]We haven’t mentioned challenges or special events yet but fear not, those often quirky events were a staple of the original Wreckfest and loved by many, and we definitely haven’t forgotten about them! So yes, in addition to the core progression paths, there will be special exhibition and invitational events that unlock based on your progress, owned vehicles, or playstyle. [/p][p][/p][p]Optional events serve multiple purposes. First, they break up the potential monotony of grinding through division progression. When you've been racing bangers for hours, an invitation to a ridiculous harvester demolition derby can be a nice surprise and a refreshing palate cleanser. Maybe we will even pit you against a fleet of school buses with Supervan and watch our Discord server light up (you know, we're serious)! [/p][p][/p][p]
[/p][p]Secondly, we feel like these sorts of special events could encourage experimentation. Maybe you've been long focused on high-class cars, but an optional trophy invites you to a low-class event again, giving you a reminder of grassroots Wreckfest action. Or perhaps you get challenged to a lawnmower race against harvesters. Why? Because it's hilarious, and we want you to experience the full breadth of what Wreckfest's physics can do and maybe inspire your own experimentation. [/p][p][/p][p]Third, optional events are perfect for introducing new post-launch content in context. Added a new car? Create an exhibition series around it. New game mode? Present it as an invitational challenge. This keeps the career feeling alive and evolving rather than static and fixes one of the shortcomings of the original Wreckfest. [/p][p][/p][p]Optional events can have varied requirements: maybe you need to reach a certain division, own specific vehicles, or demonstrate a particular playstyle. They're designed to surface interesting opportunities and guide you toward content you might not have discovered otherwise. [/p][p][/p][h2]Regional Branches: Authenticity Matters [/h2][p]One detail we're particularly excited about is how disciplines are distributed across regional branches. Not every discipline will be available everywhere because that really wouldn't make sense in the real world. [/p][p][/p][p]Banger racing, for example, is a fundamentally British motorsport with some European spread. It would be bizarre to place Banger Racing events in the USA where the sport isn't known. Similarly, certain types of US focused racing events wouldn't make sense in Europe. Even though it’s a game, we want the career to feel authentic and grounded in real-world motorsport culture while also giving the difference disciplines their own identity. [/p][p][/p][p]
[/p][p]However, this doesn't mean you'll never see unusual combinations. That's where the aforementioned optional events will shine: you might get invited to a special “Bangers Go USA” exhibition event that brings banger racing to the US continent as a novelty. It's the difference between treating something as a standard part of the competitive landscape versus a special crossover event. Both can exist, but the context matters. [/p][p][/p][p]
[/p][p]Players can freely compete in any region simultaneously as long as they've unlocked the appropriate discipline and division. Your European Racing campaign and your American Racing campaign can progress in parallel without interfering with each other. [/p][p][/p][h2]Expandability: A Living Career [/h2][p][/p][p]Here's something traditional linear career modes struggle with: expansion. When your career is a fixed chain of events, as a developer adding new content post-launch is awkward. Do you insert it in the middle and make players replay content? Or tack it on the end where only dedicated players will see it? Wreckfest suffered from this shortcoming, but we are hellbent on fixing the issue for the sequel. [/p][p][/p][p]Our modular system described above elegantly solves this problem. Because progression isn't tied to specific events but rather to accumulating accomplishments and points, we can seamlessly add new content at any time: [/p][p][/p]
There we’ve put light on what makes Wreckfest 2 tick, starting with the core design pillars that guide development and the three player profiles that they are built around. We also introduced the different motorsport disciplines we support and how players rank up through their divisions. And most importantly, we talked about how freely you can progress across the various career events by using Unlock Points. [/p][p][/p][p]With that covered, let’s dive straight into Career Part 2 and take a closer look at these Unlock Points, which are used to drive progression in the new career system. [/p][p] [/p][h2]Unlock Points: Freedom of Choice [/h2][p]Achieving accomplishments rewards you with unlock points, the main currency of career progression. Once you've accumulated enough unlock points, you can spend them to unlock new events in any discipline you choose. [/p][p][/p][p]This system gives you genuine agency over your career path. Focused entirely on demolition derby so far? You could spend your points to unlock the next derby division, or you could branch out and unlock the first division of European Racing to try something different. Found yourself stuck at a challenging division? Pivot to another discipline, earn some points there, then come back stronger. [/p][p][/p][p]The further you progress, the more points are required to unlock subsequent divisions. This creates a natural sense of escalation and accomplishment without forcing you down any particular path. And because you're not locked into completing specific events in a specific order, you can always make progress doing something you enjoy. [/p][p][/p][h2]Side Quests and Special Events [/h2][p]We haven’t mentioned challenges or special events yet but fear not, those often quirky events were a staple of the original Wreckfest and loved by many, and we definitely haven’t forgotten about them! So yes, in addition to the core progression paths, there will be special exhibition and invitational events that unlock based on your progress, owned vehicles, or playstyle. [/p][p][/p][p]Optional events serve multiple purposes. First, they break up the potential monotony of grinding through division progression. When you've been racing bangers for hours, an invitation to a ridiculous harvester demolition derby can be a nice surprise and a refreshing palate cleanser. Maybe we will even pit you against a fleet of school buses with Supervan and watch our Discord server light up (you know, we're serious)! [/p][p][/p][p]
- [p]New vehicles and tracks can be integrated into existing or new accomplishments [/p]
- [p]New events can be added to current divisions without disrupting player progress [/p]
- [p]Entirely new divisions can be added to existing disciplines [/p]
- [p]Even completely new disciplines can be introduced [/p]
- [p]Seasonal or limited-time optional events are possible [/p][p][/p]