Showing posts with label December 17. Show all posts
Showing posts with label December 17. Show all posts

Thursday, December 17, 2015

Inkle: Going round and around...

80 Days is an adventure that spans the entire globe. There are hundreds of routes to choose from. But won't that mean players only see a tiny proportion of the content?

Like everything we've done so far, 80 Days takes existing ideas and pushes them a little further. Last year, when we were developing the first part of our Sorcery! series we made the discovery that pinning an interactive, choice-based story onto a map gave it an amazing sense of breadth, openness and exploration. With Frankenstein - which had no such visual map - the number one question we were asked was, "Do my choices make any difference?" With Sorcery, it was "how many different ways are there to explore?"

But that breadth of content also made for a game that was very wide, at the cost of making a game that was long and a lot of reviews complained about this. Our response was to make Sorcery! 2 about four times bigger - but also, to build a mechanic into that game to help players see more of that content. (No spoilers! You want to know what that mechanic is then play the game.)

Replayable interactive fiction

For 80 Days we're developing that approach further. We want to make a game that you don't play once, but can play and replay several times, and will always have more to offer you. Mixing authored content with randomised elements, every game will be a bit different, with new secrets to discover and short-cuts to take.

What might be a profitable route on one journey could be disastrous on the next - so every time you travel, you'll need to pay close attention to the hints and clues you can learn from the people you meet about which way to go.



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Inkle: New Adventures

With Sorcery! 4 well underway, we're looking ahead to our next big project. After four years of adapting books - interactive and otherwise - into great, interactive reading experiences, we're looking to expand outwards a little.

A new game is a precious, fragile thing: this game doesn't have a name, and any mechanics and systems it might contain could be flung away at a moment's notice if a better idea comes along. 80 Days went through ten or so major iterations before reaching its final combination of cities, journeys, trading, health and conversations.

The Pillars of the Game

But there a few things we're certain of - the pillars of the game, around which we hope to build our temple.

Pillars

  • It's going to be made in Unity. After so long making iOS-first games, this is quite a change for us, but we want to be releasing our games across as many platforms as we can.

  • It's going to use a next-generation version of our ink writing engine. We'll talk a bit more about this in the coming months, but ink2 takes all the best parts about ink1 and adds more flexibility and power.

  • It's going to use dialogue. A lot of dialogue. In every game we've made, we've found dialogue is what works the best - so much so, that we told 80 Days entirely through one character's voice.

  • It's about a partnership. Two characters are better than one, especially if you're game is about dialogue! We discovered this the moment Jann the Minimite first appeared back in Sorcery!, and the combination of Passepartout and Fogg is at the heart of 80 Days.

  • It's going to be beautiful.

  • It's going to take you somewhere you have never been before. For the first time, we aren't adapting anything, but starting from scratch. That's exciting, but also terrifying - what if people don't like the world we've created?

That's what we know for certain so far. Discovering the rest of the game is like caving - exploring dark passages, retreating from dead-ends, and occasionally holding one's breath to swim through a flooded, darkened chamber in the hope of coming up on the other side...

We'll tell you more, once we get there.



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Inkle: Should you play 80 DAYS?

Going the Extra Mile

We've been lucky enough to enjoy some excellent reviews of 80 DAYS since its launch (such as this one). But we've never seen anything quite like this from Cool Ghosts... Moustaches at the ready!



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Robin of Sherwood: The Knights of the Apocalypse



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Wednesday, December 16, 2015

Renga in Blue: Adventure II: Sewer Maze

I posted long ago about what I thought was a general instant-death: d YOU ARE IN AN INCLINED SHAFT WHICH STEEPENS AT THIS POINT. THE WALLS ARE COVERED IN A THIN LAYER OF SLIME MAKING IT VERY SLIPPERY. BELOW YOU THE SHAFT IS FILLED WITH DARK WATER WHICH SURGES RHYTHMICALLY. THE SMELL OF THE SEA […]


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Not Dead Hugo: Roodylib non-progress and a ZIL update (gasp!)



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Advanced Fighting Fantasy 2 • Re: RESOLVE



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