How Den of Wolves Solves the Heist Game Genre’s Biggest Problems

10 Chambers’ game titled “Den of Wolves” is a cooperative heist game, developed by a team consisting of veterans from games like Payday and GTFO. Consequently, the game shares many characteristics with those titles, but the expertise of its creators has allowed 10 Chambers to refine and enhance the formula. Although it belongs to a niche genre and can be considered “hardcore,” as described by Simon Viklund, some challenges arise from the usual multiplayer dynamics within this type of game. However, Den of Wolves has addressed many of these issues, making it potentially the most user-friendly game in this genre to date.

In a chat following an early look at the game “Den of Wolves”, Game Rant talked to one of the co-founders, Simon Vicklund (who is also the audio director and composer), about insights gleaned from the team’s past projects in heist games. He explained how “Den of Wolves” addresses a significant challenge faced by games like “Payday” when it comes to coordinating and carrying out heists with several players, and he unveiled an innovative approach for managing problematic random players who might interfere with a heist.

Den of Wolves Solves the Genre’s Planning Problems

As a die-hard fan of gaming, especially heist games like “Payday,” I’ve often found myself grappling with an intrinsic challenge – each player tends to think independently, which can sometimes lead to chaos. The beauty of these games lies in the multiple paths leading to the objective, and it’s the players who decide their route and coordinate actions. Regrettably, some players may opt for an unconventional path, causing disruption within the team. However, Viklund sheds light on how “Den of Wolves” masterfully tackles this issue by ensuring a more synchronized gameplay experience.

For instance, imagine starting a game in front of a bank, and one player proposes entering through the main entrance, while another suggests using the back door. At the same time, a third player might be scaling the building’s roof, planning an entry from above. There are numerous strategies to employ, and you must make a quick decision on executing the heist. If a new player joins mid-mission, they may ask, “What’s the game plan?” Now you have to explain everything because there are multiple entry points—it’s like a block of Swiss cheese with holes everywhere. While having options is beneficial, you don’t want to spend your Friday night debating strategies with others.

With Den of Wolves, we shift decision-making to the preparation phase prior to the mission commencement, mirroring real-life scenarios. This planning stage involves determining the entry point, selecting necessary equipment, and devising an exit plan. It’s a process of checking off requirements, picking a map layout of the location, and solidifying your strategy before embarking on the mission.

Making sure that the pre-planned route is the sole available path seems like a strong approach, but it does limit spontaneity to some extent. However, given its advantages, the benefits should generally outweigh the disadvantages. Heist game enthusiasts will likely encounter plans aligning with this approach more frequently in the game “Den of Wolves“.

Den of Wolves Makes Dropping In Simple

In multiplayer games, one frequent challenge is having to team up with unpredictable players found randomly. Sometimes, it’s like taking a gamble to find a player who adheres to the game strategy. Interestingly, Viklund shared that even Den of Wolves has thought of a solution for this issue as well.

In Payday 2, teaming up with strangers could lead to a chaotic experience, as it was simple for them to disrupt a heist. However, in Den of Wolves, random players can join your game, but they function more like hired guns. They won’t be able to interfere with objectives or make crucial decisions; their role is primarily to provide protection. This ensures that the main experience of strategizing and executing your plan remains unaltered.

There’s a strong basis in folklore for this concept: since the characters are mastermind criminals, it’s not surprising that they might hire muscle for tough jobs. The game, Den of Wolves, allows even small groups of players or solo players to participate easily by preventing disruptions during crucial mission moments and quickly integrating new players into the mission. This makes it an attractive option for those who prefer to take on jobs one at a time.

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2025-04-02 16:06