A touch of style
Welcome back,
Now we have a direction for the narrative, we can use this to influence the world and marketing materials. I had two directions in mind, so let’s break them down…
Realism
With realism, comes a degree of uniformity.
Everybody’s Gone To The Rapture
Tomb Raider
This can be used to create a sense of familiarity with the player, which helps to immerse them in the world. Some drawbacks of this approach mean it’s a lot harder to get right, is less visually interesting and ages quickly as technology improves.
Stylized
A stylised approach affords more freedom and creativity as there are no rules to follow.
Journey
Little Nightmares II
It enables me to create a surreal world which is engaging and fun to be a part of. Another benefit is that stylised games are much slower to age.
Making a choice
With both options outlined, I set about making a decision. It wasn’t long before I decided against realism. The setting didn’t need to be realistic because it defies convention. I wanted the world to be vibrant and brimming. It also contrasts nicely with the underlying narrative themes.
Because I would be producing much of this on my own, it needed to be something achievable, and this ended up being the route I would take.
Did I make the right choice?, share your thoughts.
Facility 9
Curiosity can kill but then again you never know
Status | On hold |
Author | Nathaniel Blackburn |
Genre | Adventure |
Tags | Atmospheric, Dystopian |
Languages | English |
Accessibility | Subtitles |
More posts
- Food for thoughtAug 11, 2023
- Ruben's PlaceJun 15, 2023
- Setting the toneJun 01, 2023
- Meet ElsieMay 25, 2023
- Designing the facilityMay 23, 2023
- Finding an identityMay 19, 2023
- From humble beginningsMay 18, 2023
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