Sunday, July 4, 2010

Strolling through Sugar Blossom

When I began work on my current project (the initial concept came around towards the end of last year) I didn't know what to expect from the development process. World's Dawn is a nonlinear adventure wherein players forge their own paths through the "plot", choosing among a variety of possible chores and activities to pass the time and all the while creating a unique experience for themselves.

Of course, a project like this presents all kinds of problems for the designer. How do I ensure players reach certain milestones in the game? How do I maintain the flow of the narrative when players set their own pace through it? And (most importantly) how do I know players will enjoy a game that lacks so many of the traditional RPG standbys?

These questions still crop up as I continue to move forward with the design process... I still worry that World's Dawn simply won't be "fun" enough. But these questions are good, as they force me to look at the project from different angles and implement features I had never previously considered.

I suppose this post is just an update on World's Dawn progress, to muse about the nature of the upcoming title. I have been working on the game every day (almost!) for months now, and I couldn't be happier with the direction of the project. Focus has shifted slightly from gameplay elements to a predetermined narrative that players can navigate at their own tempo. Vague, I know, but it will likely remain that way until the game's release... Mainly because many aspects of the game are better seen than explained.

For now, stay tuned to the official site for updates on the project and know that a demo is on its way. Thanks as always for your support and remember that feedback is always appreciated!

Oh, and sorry for the rambling post...

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