Complications Ensue: The Crafty Game, TV and Screenwriting Blog
Complications Ensue:
The Crafty Game, TV, and Screenwriting Blog



Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

 

Monday, July 30, 2018

Seth Barton and I had a lovely chat for MCV.
We all remember things in ways that suit us. In Arthur's playthrough, he is the hero, or the victim, of events; it's not his fault. Sally comes across as a bit of a flake, a bit of a mantrap, even though he's mad about her. But maybe he was not listening carefully, because Sally's explanations sound a whole lot more convincing in her playthrough. Sally even remembers saying some things that Arthur flat out doesn't remember."

0 comments

Post a Comment

Wednesday, July 25, 2018

With WE HAPPY FEW coming out in three weeks, I've had some lovely chats with journalists about the game. Here are some of them:

  • WCCFTECH's Nathan Birch, We Happy Few Interview: Alternate History, Early Access, Retail Discs as Coasters, More
    I do think our world is grounded in some sort of honesty and reality. I think the best science fiction takes the real and pushes it further, until it can make its point. But if there’s no reality to begin with, it’s not grounded and there’s no emotional meaning. If it is grounded, it becomes clearer what you’re trying to talk about.
  • VARIETY's Giancarlo Valdes, The Evolution of ‘We Happy Few’ From Survival Sim to Story-Driven Adventure
    “What the community told us is that they liked these goofy encounters with these crazy people more than they liked the systemic situations. We said, ‘OK, we’ll write more goofy encounters then,’” said Epstein.
  • Xbox Achievements's Richard Walker, How Compulsion Pulled Back on Survival Gameplay and Put Narrative (and Puke) Up-Front
    I think we have an organic process, so I can't speak for Guillaume (Provost), who's the studio head and the Creative Director, [but] we're a studio that has kind of a flat structure, so Guillaume hires immensely talented people like Whitney Clayton (Art Director), David Sears who did SOCOM, who is our Design Director on this game, and then, y'know, lets them rip. And it's an iterative process, so you don't want to draw up a design document and then just make that design document, you know?
  • READY:SET, We Happy Few built a dystopia with Mod culture, psychedelia, and Facebook
    “There’s a proverb that you shouldn't copy the masters — you go after what they went after,” says Alex Epstein, the Narrative Director for We Happy Few.
  • PC Games Insider's Alex Calvin How Compulsion developed We Happy Few on Early Access
    "On our forums, people were asking over and over whether there was going to be a story. We were like: "Yes, there's going to be a story. We're making the story; we're making three stories". But there's been so much vapourware in this business that people are like: 'Pull the other one'."

Labels:

0 comments

Post a Comment



This page is powered by Blogger.