It allows us to showcase what the Guardians are all about, the personalities of the characters and give them a lot of face time. You know, that’s not something that’s been done too much in a video game. Sometimes you trust the team, sometimes you don’t – that felt novel. Sometimes you get pulled in a direction you don’t want to, sometimes you try to resist. Like in RPGs you have your party and so on, but how do we look at it from maybe a different angle? How do we capitalise on our strengths as a studio? And how do we leverage the opportunities of working with this franchise? And eventually, as we started looking at it, we’re like, ‘Well, if we really want to make you experience that, could we do it from the inside?’Ĭould we make it so you’re a part of the team, but you don’t control the team? Sometimes you have to convince people to do things. And then it’s, like, well, there’s a lot of games out there about teams. And so we knew it was going to be about teamwork. For us we had to ask what is the key element of the franchise? And it’s this dysfunctional family, these misfits coming together and bonding as a team. GC: Oh, really? Well, that has a great dialogue system. JFD: Actually, Oxenfree was one game we did look at. GC: I mean, it’s not like it’s a clone or anything, but that’s the first game that came into my head once I started play.
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