The Indie Game Magazine October 2015 | Issue 54 | Page 13

picion/hiding in plain sight, but we do also have stealth. When you’re inside a building, you’re trespassing, so it’s much more stealth orientated. Outside, the level design is related to street and house layout. But conformity makes things easier for the designers; it’s not about building certain options into the level itself as it is about designing systems that create these kinds of encounters organically. We create opportunities for hiding in plain sight, but how these opportunities fit together changes each game. IGM: When it comes to player survival, you mention that “every option comes with some sort of disadvantage.” Can you talk about why you chose that design philosophy, and cite some in-game examples where players will see it in practice? Abbott: In terms of dealing with conflict, yes every option will have some sort of advantage/disadvantage. For example, you can probably fight to resolve most situations, if you’re well enough prepared. While this might be easy if you have a good weapon, it’s very dangerous and will potentially raise the alarm (causing more Wellies to come after you). Alternatively, you could take Joy to escape a precarious situation, and the people will nod and smile, knowing that you’re A-Okay on your happy meds. But eventually your Joy will wear off, and you’ll come down, hard. We don’t want to just give a bunch of get out of jail free cards; this is a game about survival, you shouldn’t just have a magical win button. IGM: How much variety will there be to the crafting system? What sorts of gadgets can players put together, and where do they find the resources to do so? Abbott: Our crafting system changes with every update, and we’re a long way from the final version. But you are currently able to craft a variety of items that can help you with various playstyles - lockpicks to help you break and enter, new suits to make you look more/less like one of “them,” etc. You pick up the resources through looting, either through the environment or your hapless victims. Different types of resources are available in different areas – chances are you won’t find a potato in the bedroom, but you might find it in the kitchen. immersion or understanding of the world? IGM: Will there be any secondary objectives or missions to undertake while players attempt to escape the town? Or is the focus squarely on surviving long enough to get out of Wellington Wells? IGM: How will playable characters differ from one another? The Kickstarter mentioned they will each have strengths and weaknesses. Epstein: No, I don’t see why it would. It won’t be an impossible task to pursue the stories from one scene to another. If I tell you that you need to find a character at the Train Station, you will probably look for a rather large, tall building connected to the train tracks that cut through town, right? So while the Train Station will move around, it won’t be fiendishly difficult to find. And we’ll give you clues if you need them. I think the procedural generation of the world fits in well with immersion. Joy, as everyone IGM: Uncle Jack’s News Hour seems to knows, makes your memories a bit vague. play a pivotal role in the game. What can So if the world is not laid out exactly the you tell us about Uncle Jack, and how his way you remember it, it’s probably because broadcasts will impact the narrative? you’ve forgotten exactly the way it is. Right? Epstein: Jack Worthing (guess who he’s We’ve tried to avoid ludo-narrative dissonance named for?) hosts many shows, including as much as possible. The current build isn’t Nighty Night, ]\