Where digital bullying can easily push someone into crossing the line. World where personal data can be obtained in two clicks and criminal groups can be destroyed using a device. We wanted to fantasize about a near future in which humanity hasn't mastered space travel or the secrets of eternal life, but has rushed headlong into a world dominated by technology and gadgets. The team, we often referred to the game's setting as “transitioning to cyberpunk”. Thoughts did you want to explore on these topics with your work? Therefore, each interface element was prototyped, tested, and polished after collecting feedback.Īnd our online presence feel like major themes of the game. Mission: Impossible or Bourne film while still controlling as Gadgets, we always kept in mind that everything should look as cool as a But while developing the mechanics of interacting with Izy's Interaction with the game world occurs through some kind of "hacker In Song of Farca, the player takes on the role of a genius hacker and detective. How did you design the hacking elements so they would be approachable Stakes grow higher with each new case, and in the end, everything The narrative pace gradually accelerates, the Mystery, a search for a missing dog, a race against time to stop a We deliberately chose the narrative format of American procedurals (one case = one episode) so as not to be constrained by situations or characters. It's difficult to say which ideas gave rise to one case or another. What ideas went into creating a mystery that you could solve from a computer screen? In developing a crime that one could solve (first to ourselves) the question: what devices does Izy need to perform typical actions without getting up from her chair? How will she explore locations? How will she communicate with other characters? How will she handle the information she obtains? Despite the fact that we locked the protagonist at home, we didn't want to limit the possibilities available to players, but to actually give them more than other similar The idea of a "private detective under house arrest” finally formed, we tried to deconstruct the adventure game and detective genres to answer What thoughts went into designing Izy's devices and tools? In creating the means to solve the mystery from home? Little prophetic: about half a year into development, not only was Izy locked at home, but so were all of us in the real world. Remotely like Jeffrey Koch ( Save Koch's protagonist). ( Song of Farca's protagonist) to be locked in a room and solve tasks These two games is very different, we initially wanted Isabella Song What inspired the idea of solving a mystery from the confines of house arrest?Ĭoncept for Song of Farca was an organic development of ideas that we'dīeen testing during our previous project. Player choice such an important part of their game’s narrative. Murder without stepping away from their computer, how they made theĬomplex task of hacking more approachable to players, and why they made To discuss how they created the tools players could use to solve a With the founder of Wooden Monkeys, David Aramyan,
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