![]() ![]() He said, “Look I’m looking for a downtime project. And he had just finished working on Mirror’s Edge. ![]() So at that point, it was just me and Jessica Curry, who is co-studio-head at The Chinese Room and the composer on the project. And it was doing really, really well.Īnd then we got contacted by an artist called Robert Briscoe. And tens of thousands of people were downloading it. #Dear esther landmark edition differences mod#Really, the mod community really championed it. Put it out on Mod DB as a Half Life 2 mod, and people loved it. Is that going to work?” So we made this very simple little mod. So really, with Dear Esther what we wanted to do is say, “Well, what if we just have that? What if we just have a space you can explore? It’s all about the atmosphere. And they’re incredibly atmospheric and incredibly emotional. All of these had these big patches of game where virtually nothing happened. And story really is not what it’s about.” So it just came from an initial question of going, “Well, what happens if we actually take a game, and we remove everything apart from the story? Is that still going to be something that people are going to want to play?” And my hunch was it would be because of games like Soul Reaver: Legacy of Kain, some of the early Doom mods, like there was a Doom mod called Aliens TC by a guy called Justin Fisher back in the early ‘90s… System Shock. And a lot of people were saying, “Story is utterly dispensable. And there’s a lot of discussion in the game theory community about whether games could be stories, whether you could have games with no story, whether you could have games with no gameplay. in first-person shooters and the relationship between story and gameplay. Actually, when we made Dear Esther, I was teaching at a university and I was doing a Ph.D. I think I first played an Atari 2600, told my parents and everybody in my family to chip-in together for birthday and Christmas to get a ZX80 Spectrum, which was the first time I ever made games. I’ve been playing games for like 35 years. How old are you and what’s your background in games development?Ĥ3. ![]()
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