MRY Has Strangeland changed scope since it was announced? IIRC it was initially positioned as a smaller, shorter interim or “side” project between Primordia and Fallen Gods, but it seems like development has taken longer than anticipated. Is that just because of the nature of creative projects or has the tale grown in the telling?
It grew dramatically. At the outset, it was a for a game jam and we planned to finish it in two or three weeks, but we missed the deadline and then had nothing to constrain us. When we were basically finished with the smaller scope game, we ran afoul of a bunch of Salieri testers who keep telling us to make it bigger, our own natural impulses of
plus ultra, and a certain stone soup thing mentality ("Yes, but what if we had just one more puzzle..."). On top of that, while I think
Dualnames's personality and life circumstances have changed from Primordia in ways that allow him to get much
more done on Strangeland in a week than he would've on Primordia, the opposite is true for Vic and (perhaps especially) me. So the project has had a few stretches where anything dependent on me or Vic simply halted.
If I recall correctly, I don't think Primordia had any very significant redoing of existing areas -- we changed stuff as we went, but generally before we got there. I think we messed around with the Dunes a little bit (replacing a door code puzzle to enter the bunker with the bomblet requirement), but it wasn't a major overhaul. By contrast, based on our core testers' feedback and own misgivings, we basically tore apart the middle of the game, changing most of the puzzles and dialogues and adding new areas and characters. It wasn't like a complete redo, but it was a heavy lift, and it was really disheartening at the time, so I think it took much longer than it should've.
The core problem was that the middle part just had you doing things because it's an adventure game, so of course you do them, but effect didn't really follow cause -- even accounting for the dream-like nature of the game -- and there wasn't even any reason for the player or character to view the path he was taking as one that would lead to any meaningful goal. So we had to really rethink that part. I think it works pretty well now, but who knows?