1. Jonas: What were your first thoughts, worries and/or revelations on transferring your idea to video games?
2. Simogo: How does a more, I assume, elaborate narrative/mythology alter the creative process for you? (In regards to new mechanics and game iterations)
3. Simogojo…? I guess that’s nor really a question.
1. I was of course very excited by the idea of turning the story into a game. As a kid I dreamt of making games.
One revelation is that things easily done on film are hard to do in games and vice versa. I always had budgetary restraints in the back of my head when I wrote the script for film. But effects and weird creatures do not cost more in a game than say a car or a dog does in a film. Therefore there will be a lot of effects and strange creatures but no cars or dogs (There actually was a dog in the screenplay)
There has been a lot changes made to fit the medium. Characters have been cut and scenes have been dropped. Certain scenes might be moving or atmospheric on paper but they might not be good for gameplay. The overall story is more or less the same but very few of the scenes are intact. The biggest change…I can’t really get into. But it made everything a whole lot stranger.
I think the pirate mention is very, very possitive.
It is pretty different because building a game that is based around a single mechanic is easier to iterate. So the process has in some ways been somewhat less iterative this time. since this is not a “system driven” game like Beat Sneak Bandit for example. That said, we have iterated and changed stuff along the way (quite much acually), because stuff never turn out exactly the way you had imagined in your head.
It is also a different mindset. In the previous games it has been a question of weaving in the gameplay to a believable universe, whereas in this case we have to come up with gameplay for specific situations instead.
Comments are closed.