The designer and producer of Outer Wilds, Loan Verneau, talks to Loan Verneau over the Indie-Hit.
Eussere Wildnis became an immediate favorite of players and critics when it came to the market for Xbox One and PC at the beginning of 2019, adding more players later with the PS4 later in the year. One can say that the developers of Mobius Digital, which are considered one of the most unique and fascinating games of the year, have left their game traces.
Recently we talked to Loan Verneau, producer and leveldesigner, over ensive wilderness, about the praise that the games have received the influences behind what the future brings and much more. You can read our short call below.
It was a great experience to hear from press and players alike. We feel unbelievably happy to have such a positive fan base. They respect each other very much and support us with overwhelming majority.
_ external wilderness _ has been unanimously praised since the beginning of the year - how encouraging this reception was for you as a developer?
It was a really amazing experience to hear both from the press and the players. We feel unbelievably happy to have such a positive fan base. They are very respectful and support us with overwhelming majority.
In particular, we are very happy if both the press and the players use spoiler warnings when discussing the game. Discovery is a core element of ensive wilderness and for this reason spoiler would have been a much bigger problem if the community would not have been as proactive in this aspect.
We would also like to thank all players who have taken the time to inform us about their experiences with the game. After a lot of effort and long-term development further ensive wilderness It was worth hearing from you!
The secret of the narrative and the way you unfold has almost all who played the game was spelled. Were there similar stories in the media, of which they were inspired?
Some of the first inspirations for ensive wilderness came from real space research and films such as apollo 13 and 2001 Space Odyssey. People have nothing to do with tin cans through space in small tin cans, but we still do it out of curiosity and that has something inspiring.
Another inspiration for some of the narrative structures comes from The legend of Zelda: The Wind WAKER, especially Lenzos Gallery. It was an experience who wanted to train our creative head Alex Beachum when he read about a statue or an island in the distance you can actually explore in this game.
We briefly thought about making something more similar like a rogue, but have an actual time loop, was much more interesting and could be used to make the player curious. It finally became a big part of the story.
Similar, ensive wilderness The time strip and the way you play with the causality is something else that is very praised. Majoras Mask Is there a name that has often been turned around as a comparison, but there were other games that served as influences?
Eussere wilderness The time loop actually came from the gameplay. One of our initial goals was to create environments that change drastically over time, such as: B. Brittle Hollow, that crumbles while bombarded by the volcanic moon. In this setup we had to rewind the clock so you can explore these environments early or late in this process, which is why a time loop is required.
We briefly considered making something more similar like a rogue, but have an actual time loop, was far more interesting and could be used to make the player curious. It became a big part of the story.
Do you have other ideas with regard to the future, which did not make it? Eussere wilderness, or have you come up with something after the development of the game, which you might cause to work on a continuation?
There are about 100 times more ideas that are generated during a project than ideas that make it. However, it was created with a very specific destination, and although one day we will examine some of these concepts more closely, we are currently doing a continuation.
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