Developer Invoke Studios aims to carve out its own identity for Warlock: Dungeons & Dragons, moving away from comparisons to other open-world titles by centering the experience on player-driven magic and reactive environments. While the game features a fantasy landscape reminiscent of Fable, its approach to world interaction differs, focusing on magic as a primary tool for expression and creativity. "Our main focus is first that the world be reactive to your spell and magic," explains Invoke general manager Dominique Guay. "That's the baseline we're interested in. We were really drawn to magic as a way of expression, as a way of being creative as a player."
Invoke showcased this philosophy through a Gamescom demo, illustrating how protagonist Kaatri can use her acquired magic to interact with the world. For instance, Kaatri uses a cantrip called Tasha's Leash to manipulate objects, like igniting brambles with a thrown lantern and subsequently dousing the flames to create an oil slick. This synergistic approach extends to combat and traversal, where combining spells like Tasha's Leash with Black Tentacles can create new platforms to cross hazardous areas. The game features a variety of spells, including Misty Step for teleportation and Eldritch Blast for ranged attacks, with elemental magic also available. The potency and reach of certain spells, like lightning, can be enhanced by environmental factors such as water.
Beyond magic, Kaatri is also a capable warrior, able to wield two weapons simultaneously. The game offers deep customization options for weapons, armor, gear, and enchantments, emphasizing unique pieces with distinct traits over simple stat increases. This blend of magic and melee combat is designed to create a fluid, dynamic gameplay loop. "The reality is kind of a dance where you go to spells, you set things up, you go into melee ... then back and forth," Guay noted.
Invoke, comprised of veterans from Ubisoft titles like Far Cry and Watch Dogs, is building Warlock's open world, Darkon, with a focus on exploration rather than adhering to the typical icon-filled map formula. The world is intended to be dense and diverse, with players encouraged to be curious and uncover secrets organically. "We don't want you to have to travel for 15 minutes to find a new location," Guay stated. "We want you to be always within like a minute, a minute and a half, of another cool place." The game is not a Metroidvania, but acquiring new spells will unlock access to more areas, adding a layer of progression to exploration.
Kaatri's personal quest serves as the game's structural backbone, but players have multiple ways to approach story beats, with much of the content being optional. Instead of explicit map markers, players will receive hints and need to investigate, listen to NPCs, and ask questions to uncover dungeons, mines, and settlements. "We want to have stories happening in the world instead of us telling you a story," Guay said. Magic will also play a role in solving open-ended puzzles, requiring creative application rather than a single correct solution.
Invoke is managing expectations regarding player choice in narrative. Unlike games with extensive dialogue trees, Kaatri is a written character, meaning players will experience the same core narrative moments. The focus is on Kaatri and her imp companion, Skev, who assists with gameplay mechanics like lockpicking and distracting enemies. Skev also has his own motivations, creating an evolving relationship with Kaatri. The game aims to capture the darker, more mature side of Dungeons & Dragons' lore, incorporating familiar spells and enemies from the Ravenloft setting.
Despite the similarities to other open-world fantasy games, Warlock's emphasis on synergistic magic, player-driven exploration, and a reactive world aims to offer a distinct experience. The team is looking to push the boundaries of these mechanics when Warlock: Dungeons & Dragons launches next year.