![]() ![]() The themes came from that - what it was about was ambient energy that we were feeding off of in our lives. ![]() So we drew on experiences we had traveling. “That became the first pillar, that is going to be some kind of a trip. “The experiences that we ended up drawing from were traveling,” Sullivan tells Digital Trends. Rather than feeding players a grand thesis about the act of travel like a know-it-all college student who spent a semester abroad, the goal was more to communicate the sense of uncertainty plaguing a sparsely populated world on the brink of history-defining change. Its story would mix personal experiences of its developers along with cultural and historic inspirations. Season: A Letter to the Future came from a simple premise: The team at Scavengers wanted to create a game about traveling. In an interview with Digital Trends, Sullivan digs into the philosophy that guides Season, a game built around cultural connections born from shared anxieties in a changing world. Instead, it asks its players to accept that they aren’t always going to be an authority wherever they go, but a patient observer who is willing to learn. ![]() It’s not a game that claims to understand everything about the countries and cultures that inspire its fictional world. Season‘s narrative director, Kevin Sullivan, embraces that tension. ![]()
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