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Hello, everyone!
My mother spoilt me - I had a gameboy, SNES, PS1, N64, and much of what came after - and I grew up on a diet of such classics as Chrono Trigger, Secret of Mana, Illusion of Gaia, and Final Fantasy VII. It was a desire to (try to) write incredible stories like those that led me to Pixelated Milk, where I’m fortunate enough to have worked for the last few years.
The history of Antioch, with its quirks and idiosyncrasies, all started with the character of Ezekiel, one way or another. We have quite a journey planned for him, and for that to happen the world had to be set up in such a way that he could discover its secrets simultaneously with the player.
There was also the use of the ‘final exam’ scenario at the beginning, where Ezekiel is undertaking a test, which naturally puts him (and the player) in a situation where they will be receiving instructions. For the most part, though, we simply let Ezekiel move around Antioch freely, and by extension, we hope the player will be able to piece together information about the world based on Ezekiel’s interactions and experiences.
I’ve moved around a lot in my life, and one thing I’ve learned is that people (and especially kids) are incredible at assimilating contextual clues. I’ve also found that it’s a lot of fun putting fragments of information together to try to get a shape of the whole, and that’s the experience we want our players to have as well. “Show, don’t tell” is one of the most over-repeated writing maxims out there, but it’s not bad advice all the same.
It affects gameplay hugely as well, because you have to think about how things such as money, or weapons, or curing items are handled - things that are essentially gameplay-critical, but which also tie into the overall lore. For example, we had to talk about how to tackle the loot mechanic in Erebus, as it’s a ‘spiritual realm’ where objects (and lux, which is the game currency) would not be transferrable back to the physical world of Antioch.
All of the different departments have to be aware of the context of the narrative as a whole, because it affects even tiny background details of a scene to a far greater degree than the casual player might expect. It’s a big challenge to keep everyone on the same page, but I like to think that the result (Antioch, and Erebus; the characters who live there; all of our gameplay systems) has been worth it.
Hopefully, the little fragments which people do pick up about the world through background NPC dialogue, or through letters or books they find, will encourage them to dig deeper.
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