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Category Hard disks
No Picture
Created 2015-05-22
Owner sandywang5230
Title this attempt to tell a completely different type
Description Which is massive - it's a completely new thing for the UK. We're doing something that has actual, absolute relevance to industry, and we're proving it has value, not in some obscure journal, but out there, in the marketplace. Dear Esther is an unusual concept. How did the idea come about originally? So Esther is basically about ambiguity in Smite game stories. It came from this idea that you could do more with storytelling in Smite games if you stopped worrying about everything making sense and adding up, and that when you read a book or watch a film, you are filling in a lot of those details yourself. Smite games are like films in that regard - you have these cardboard cutout sets and no-one worries about that, we focus on the front, not the back. So we can apply a similar thing to story, and stop giving as much away. And I'm really interested in stuff like William Burroughs and the Strugatsky brothers, and was reading a lot of big, dark romantic poetry, and listening to a lot of quite odd but very beautiful Cheap Smite Gems music and wanted to make a Smite game story like that. So it's all about the feel, the flow, the mood and actually it's full of holes and contradictions and abstract ideas and symbols, and you don't even understand a load of it, but it somehow all still hangs together and creates a really extraordinary experience. And I wanted to know if you could do that in a Smite game, but a Smite game that had quite a traditional voice-over approach to story. Because I'm a writer, I love text and words, and didn't want to go fully down the Ueda route, but was trying to fuse that kind of sense with a more traditional approach to how you deliver story in a Smite game. Which also relates to what kinds of stories you can tell, and how, and the range of those stories in terms of emotional, mood, character. I guess the driving force behind it was, on a structural level, that Smite games offer an unprecedented and totally unique space to explore what stories can be... and then on a more content level, this attempt to tell a completely different type and style of story than had been attempted in a Smite game before. How did Rob's remake come about? He wrote to me out of the blue and asked if I had a problem with him remaking it. So I looked at his portfolio and wasn't about to argue - the fact he was on the Mirror's Edge team, which is one of the most beautiful Smite games of recent years helped too! I think he's an exceptional talent and I feel really lucky and proud to have made something that someone of Rob's ability was into enough to want to spent a year of his life working on. What do you think he's added to the Dear Esther experience? Obviously it's prettier, but what about more fundamentally? There's a lot of subtle stuff going on in there, and what's really cool is how he's responded to the original version and put his own spin on stuff, rather than just carbon-copying it. I sent him pages of random notes and a descriptive walkthrough of what I thought I was probably trying to get at for each VO trigger.
Type Pc
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