Closed hands video game4/20/2023 ![]() ![]() ![]() TG: This game is set up as a kind of spider-web design, where the player can either jump around between different characters in the story, or they can focus on one storyline and play that through before switching to others. So, it's always been quite tricky quantifying what this thing is and isn't really. But I think there's a lot to be said about just how you describe things. But I do wonder if we’d pitched this a bit differently, would we have attracted a different crowd? Would they have expected something different, and would they have been surprised by it? I'm not sure. And it's more of an arts crowd than a games crowd. The kind of person that is going to interact with this knows what they're getting into. We’re telling people that this is 130,000 words and 150 scenes of super intense and unflinching content in a difficult game about extremism. You take an audience expectation and mess with it, and then present them with something they're not necessarily expecting, which is what games like Spec Ops do. But then you've got things in the middle that I think do quite well at this but are misunderstood. When I did play that, I understood that kind of presentation is a lot more cartoonish. When I first played it years and years ago, I didn't really even understand the narrative point of it. And I can totally imagine what that writing session was like when they said, ‘oh, we're going to do this scene: you're going to come out of an elevator, you're going to be in the role of the person mowing people down in the airport.’ But really, no one's playing Call of Duty for the narrative. But then if you look at something like the Russian scene in Call of Duty, that is just gratuitous, almost to a cartoonish degree. We use the word unflinching quite a lot when we talk about this game intentionally, because it doesn't look away. I think the depiction in games is very wide ranging. Do you think that threshold is higher for a game like this that’s all narrative as opposed to an action game where you play as the hero, such as Call of Duty?ĭan Hett: Yeah, I think so. With unflinching work like this, there’s still a threshold for people and for us as writers too. TheGamer: Heavy content can sometimes be exhausting, even if we come out of it having gained a great experience by the end. Related: Final Fantasy 14 Interview - A Chat With The MMO's Localization Team ![]() To learn more about how Dan explores the intricacies of extremism in the game, you can read that interview here. In this piece, we’ve focused on the game design aspects of the interview. ![]()
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