| jamesprimate on October 17, 2016, 11:18:37 AM: |
^ this is a good point that brings up something that we haven't really talked about much recently.
the initial concept of the game, which we still believe in to a certain extent, is that it would be something to inhabit rather than "win" per se. the size of the world, complexity of the ecosystem, even the backstory and secrets, are all geared to hopefully make the ingame experience feel unending, self-consistent and "believable", where theres layers behind layers and you always feel like you could take another turn and discover a whole new world. so hopefully that sense of exploration and discovery is rewarding whether a player sinks in 2 hrs or 20 hrs.
Ideally what we want is some imaginary midpoint between the intention / art of a hand-crafted experience and the scope of a procedurally generated world. ambitious for sure. foolhardy and likely a terribly inefficient use of development time. but for whatever reason, we were compelled to do it!
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