![]() A consequence might affect another choice and they might come together in unseen ways. Consequences will come to the player further on down the line and they never know what it is. ![]() In this game, we make choices intentionally tough, with shades of grey and subtlety so that you never know what the right answer is. A lot of games present it as "be good or be evil," and it feels more mechanical, like it's a stat. The choices we make shape our lives in ways that might be unknowable. It's our theme, it's what the story is about. **You're also adding some degree of branching narrative to this game, correct? That's something a lot of adventures have shied away from recently.**Yes, choice and consequence is an integral part of the game. It's just there to get the blood pumping. It's something we discuss often and we made sure to put in frequent checkpoints so you're never losing more than a minute. **How do you maintain dramatic tension in an interactive medium when there are few active threats?**We don't have any arcade sequences, but there are some areas where you have to act quickly because it's important for drama to sometimes have a fail scenario. Just being able to see things through the eyes of Zoe is something I think is very important. Hopefully one day we can make something like that but until then we're working on a much smaller scale. My ideal game would be something like this combined with GTA 5, where you can wander around this massive world to observe it. We try to go the opposite direction, making smaller worlds that have depth and detail and encourage exploration. You go to locations and I want to dig into the details, but you can't. Camp.**Why does the adventure game genre tend to favour such micro-level detail and characterisation?**We know that's something adventure gamers love and it's something I always feel is missing when I play something like
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