Fullbright's latest game, Tacoma, underwent some major changes during development, and studio founder Steve Gaynor recently explained why they decided to pivot away from the game's original aesthetic and design.
"As much as we were trying to move away or to make the experience we were building feel legitimately different from Gone Home, we had still stuck with too many of our assumptions about it—like kind of the shape of how you moved through the game was still very much based on Gone Home," Gaynor said on the latest episode of our monthly interview show IGN Unfiltered.
He noted how they had AR figures in the game, which were "much more isolated" and ultimately not all that different than the audio diaries in Gone Home. "We just realized that we were not going as far as we needed to, and that the game that we were making contained ideas that were kind of being pointed towards—like the idea was there but we needed to do more with it," he said.
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