![]() ![]() ![]() One could use a couple more hours in the world of Samorost.Īlthough the recent years have provided plenty of evidence to the contrary, there's no shortage of naysayers claiming that digital entertainment – allegedly the lesser kind of fun – is unable to deliver an aesthetically pleasing (or story-related or even intellectual for that matter) experience equal to other areas of modern culture.with solutions that sometimes seem illogical Imaginative, cleverly implemented puzzles.Introduces mechanics that allow sound-based communication with the environment.Meticulously crafted world full of opportunities to interact with the environment.This we can achieve only by bringing something new to the development. “So we are trying to make it fun for us to create the game. Also, we will enjoy the development more, because when we are developing it we are enjoying the whole process. “It’s important because the game will be distinctive. He has his own style which is very funny, light-hearted and minimalistic at the same time,” said Dvorský.Īmanita Design’s pictorial playfulness is a testament to Dvorský’s desire to strive for originality, a pursuit which he feels very strongly about: And the most important part in his approach is fun animation. “He’s using very simple designs of characters and also the environment. He said that Amanita’s animator Jaromír Plachý is “continuing his own graphic and animation style” with the light-hearted Botanicula. Though primarily in production for Windows, Linux and Mac, Dvorský said they want to bring Botanicula “to as many platforms as possible. They’ve started developing for tablets – with Machinarium already on its way to the BlackBerry PlayBook, but they’re “not sure about iPad.” It should be a relaxing experience to play this game.”Įarly designs and story have been drafted for Samorost 3, but the production just started.Īdvancing the adventure genre isn’t the only thing Amanita’s small team of seven are up to. He feels bringing more replay value to the adventure genre is paramount because “it makes the game more profound, more deep. Samorost was Dvorský’s first acclaimed game, but the imaginative designer and graphic artist has been making games since his school years. ![]() So even when you finish the game, you can still play it over again and return to certain places, and then explore it more carefully and find some other things.” But it shouldn’t be needed to finish the game. “You should be able to explore the world and find some hidden funny animations, hidden Easter eggs and such things. So we’ll be playing with the sounds and the music somehow. There should be many standalone mini-games which are fun to play, and the music and sounds should be more involved in actual gameplay. ![]() It should be something like a huge interactive toy.”Īnd what does he mean by ‘interactive toy’ exactly? You should enjoy the process of playing with the game. “You shouldn’t want to finish the game as soon as possible, and defeat it by solving all the puzzles. “We want to change the approach so the game is not only accessible for non-gamers and inexperienced players, but we want to achieve a real playfulness. After announcing their new projects at GameCityNights in Nottingham, we quizzed the designer for more details on Samorost 3 and Botanicula.ĭuring the reveal of Samorost 3, Dvorský was clear that they want make the game easier to grasp for inexperienced players than Machinarium. ![]()
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