

In real, mundane life, you don’t necessarily broach these big topics. And at the end you see… because we don’t consciously do things based on core, big principles. We’ll see at the end of the chapter, when we play we track all your individual choices, and every choice is weighted with a value next to it. And what I find really fascinating is not only the fact that you can craft your own path within a narrative space but for me that’s really why I’m doing this, it’s all the insight it gives you. I would never, ever wanna… you know, I’ve been in the industry 20+ years. You wouldn’t rather be making movies but games is as close as you could get.ĬM: Absolutely not. Because I get the impression that, unlike a lot of developers, you’re not a frustrated filmmaker. GC: So I’m curious as to whether you’re asking the same questions as you’re making your games. GC: Something like the The Last Of Us, that’s a very linear experience, where you can’t influence the story and the gameplay is not the main draw… in many ways it’s less interactive than something like Life Is Strange where you’re having a direct effect on the story. GC: Although I’ve enjoyed many of them, I’m often very sceptical of narrative driven games in the sense that I always ask the question of did this need to be a game? Is there any reason this isn’t just a movie? It’s always a genre I’ve worked on and I don’t think I wanna do anything else.
FIRST CLASS TROUBLE XBOX TV
It’s just, for me, it’s just another dimension, compared to TV or film or any other medium. Why narrative? It’s because, again, I’m really passionate… by how universal those can be and how deep the experience is when the narrative is well crafted and interactive. I’m a mum, I don’t play games that last 200 hours – I just don’t have that time. Mostly the games I play right now are indies, because I just find them super innovative. I had no idea what Fahrenheit was, I just made it with other people. And I had no idea what a game designer was at the time, I just learned on the job. And when I realised they were French, I thought, ‘Okay, I’m gonna try’. You could navigate in a city with a sense of great music, really atmospheric art direction. ‘Cause that was the first open world game at the time. The first game I finished alone, before that I played a bit of Tetris and Sonic, and I was like, well, ‘No, that’s really not for me, it’s just about jumping and running.’ But I was amazed with Tomb Raider, the sense of presence in the place, exploring… but then Metal Gear Solid, it’s that meta element of how smart the design was that it even went beyond the game, like when you had with Psycho Mantis to swap the memory card, I thought that was amazing.Īnd then the third one that really convinced me also was Omikron: The Nomad Soul. Tomb Raider and most importantly Metal Gear Solid 1.

But I’m also interested in what sort of games have been an influence? What were you playing as a kid that led you to where you are today?ĬM: So I started playing late, like with PlayStation 1 when I was like 18. GC: When you were doing your introduction you talked about the sort of movies and TV shows that have influenced you, and I think I can probably guess a few of those. And yet while playing, it seemed absolutely inevitable and that’s impressive, given what it implies for how well the game’s branching narrative is designed and how well it will hold up to repeat playthroughs. Although everyone gets a chance to overrule once per chapter.Īt the end of the chapter, you’re showed the complex branch of decisions and what percentage of other players did the same thing, and it turned out that our accidentally getting a policeman killed was actually a rare mistake that not many people made. We were playing the preview with six other people (someone must not have turned up as the game allows for a maximum of eight, with a mix of controllers and smartphones) and this works very well, as you argue out the decisions and make your vote between what are usually three separate choices. These are subtly different styles of decisions than most narrative games, that can be much more easily related to real-life experiences, and it’s impressive how the game can quickly stack up multiple bad decisions and yet not seem at all contrived. As Dusk Falls – every decision counts (pic: Microsoft)
