We were able to begin exploring some of these ideas with the Alto games, but were limited in how directly we could tell a more traditional story, simply due to the procedural nature of the games. It’s also about the kinds of stories we want to tell - stories that are ultimately about ordinary people, often with a humble way of life and a strong connection to the landscape around them. Even if what we’re depicting is quite minimal, we still want the player to feel like it belongs to something much larger a nuanced world that exists beyond the edge of the screen and stays with you long after you’ve put the game down. For us, the idea of “folk games” speaks to a kind of groundedness in the things we make an earthy, honest quality that evokes a strong sense of time and place.
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