![]() The design and art style for Burly Men is certainly unique. So we’re also building a lot of play into the world: things that respond to interaction, but don’t necessarily affect the story. That’s actually tougher to design than it sounds, since you have to encourage the player to explore thoroughly, rather than jump immediately into the first solution. Instead, as the player explores a scene, they discover how they might move forward. How will this idea of "discovery" play out in Burly Men to move the narrative forward?īrooke: We wanted to steer away from presenting choices to the player through dialogue or narration, which wouldn’t really fit the theme. I also find it quite interesting that the game unfolds through player discovery. In each situation, there are multiple solutions that branch into unique stories. So with Burly Men at Sea we’re creating all the parts to the story (characters, situations, setpieces) but leaving it to the player to discover a path. ![]() That’s why a lot of people dislike cutscenes.Īt the same time, the player expects some sort of storyline. You can’t walk over and attack cuccos or break things. You’re presented with a world and characters, and they’re moving without you, and that’s all there is. For me, this is really what makes games exciting as a medium: the chance for the player to tell the story. ![]() As Burly Men at Sea was taking shape, it became a story about discovery and choice, so the gameplay follows that theme. To what extent are players able to act as the "storyteller" to shape the narrative?īrooke: We liked the idea of a game told in the style of a folktale, with a wider approach and a moral to the story. You’ve noted that Burly Men At Sea “unfolds through discovery, casting the player as storyteller and wayfinder.” From this description, it seems like the player has a significant role in not only progressing the story, but also shaping it. There’s also a little inspiration from short stories by Edgar Allen Poe and O. Is there a real-life folktale equivalent or is it purely fictional?īrooke: The story itself is original, but it’s made up of pieces drawn from Scandinavian folklore, which I read a lot of as a kid. Tell me about your inspiration for Burly Men At Sea. Husband and wife duo, David and Brooke Condolora (who together comprise Brain&Brain) were kind enough to catch up with me to answer some burning questions I had about Burly Men At Sea. ![]() If you haven’t tried it out, you can read our review here and grab the game here. The studio's first title – the lovable adventure game Doggins – is one of my personal favourite iOS games of all time. Several weeks ago we shared some exciting details on the second project from indie developer Brain&Brain, the folktale adventure Burly Men At Sea. ![]()
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