OwNathan
Innervoid Interactive
- Joined
- Nov 11, 2013
- Messages
- 210
It's begging time again, that's why I'm going to introduce you our last project: That Day We Left
What is That Day We Left? A narrative adventure game with some survival elements, aiming to provide a realistic view of the political and humanitarian issue that is the refugee crisis - from a refugee’s point of view. The game will allow the player to take the role of Rashid and to lead a family in a dangerous journey in the desperate attempt of finding a new home in Europe.
Here's a nice bullet point list:
So, to get more in depth with game details, we are building an adventure game with a focus on choices and consequences. No, we are not creating a walking simulator or an (non)interactive movie, the game will actually feature someething to do in the game other than choosing dialogue options.
First of all, the game will have the gameplay of classic adventure games. We won't focus a lot on challenging puzzles and more on puzzles with different solutions, forcing the player to carefully think about the best possible way to solve a problem or get away from an imminent danger. Proceeding across the game won't be extremely hard but doing the right thing won't be so easy.
Thanks to this approach, we will be able to really focus on choices and consequences. There won't simply be two different endings, we're working on something very complex in which the player has to carefully use supplies to keep the amily alive, find the best way to solve any issue and mind about the party's morale.
What we want to create a complex game in which the player's choices really matters. Some familiars may die, some may run away, others may finally get to Europe but their future life will be different according to what happened during the journey.
Most of all, we want to stay neutral. We are not working on That Day We Left to offer actual solution to the refugee crisis because we don't have solutions. We want to focus on the human side of the crisis, but while this means showing that there are thousands of desperate people suffering out there, it also means that we will discuss about the most controversial themes of such issue. What if they turn into terrorists? What if they will never manage to integrate in their new country? Thanks to a a cast of 6 main characters and several NPCs we will be able to represent the refugee crisis in all its aspects.
We currently on Kickstarter with this project: https://www.kickstarter.com/projects/1346867743/that-day-we-left-a-narrative-game-about-the-refuge
You can also try a prototype demo: http://www.indiedb.com/games/that-day-we-left/downloads
The demo only features some levels and it currently lacks some features, like a decent management of items, but it's a good starting point to see how the game will actually turn out. We have some scenes in which the player only has to choose options in dialogues, but we also have some levels in which it's possible to explore and interact with the environment. Especially the latter will be much more present into the final game, with big areas to explore and multiple-layered issues to solve.
As always, I'll be there to answer question and, most of all, creative insults.
What is That Day We Left? A narrative adventure game with some survival elements, aiming to provide a realistic view of the political and humanitarian issue that is the refugee crisis - from a refugee’s point of view. The game will allow the player to take the role of Rashid and to lead a family in a dangerous journey in the desperate attempt of finding a new home in Europe.
Here's a nice bullet point list:
- Realistic portrayal of a journey of a group of refugees.
- Highly believable and fleshed-out characters.
- Meaningful choices that challenge your resolve.
- Survival-style resource management combined with adventure gameplay.
- Neutral representation of the crisis that refuses to preach or take sides.
So, to get more in depth with game details, we are building an adventure game with a focus on choices and consequences. No, we are not creating a walking simulator or an (non)interactive movie, the game will actually feature someething to do in the game other than choosing dialogue options.
First of all, the game will have the gameplay of classic adventure games. We won't focus a lot on challenging puzzles and more on puzzles with different solutions, forcing the player to carefully think about the best possible way to solve a problem or get away from an imminent danger. Proceeding across the game won't be extremely hard but doing the right thing won't be so easy.
Thanks to this approach, we will be able to really focus on choices and consequences. There won't simply be two different endings, we're working on something very complex in which the player has to carefully use supplies to keep the amily alive, find the best way to solve any issue and mind about the party's morale.
What we want to create a complex game in which the player's choices really matters. Some familiars may die, some may run away, others may finally get to Europe but their future life will be different according to what happened during the journey.
Most of all, we want to stay neutral. We are not working on That Day We Left to offer actual solution to the refugee crisis because we don't have solutions. We want to focus on the human side of the crisis, but while this means showing that there are thousands of desperate people suffering out there, it also means that we will discuss about the most controversial themes of such issue. What if they turn into terrorists? What if they will never manage to integrate in their new country? Thanks to a a cast of 6 main characters and several NPCs we will be able to represent the refugee crisis in all its aspects.
We currently on Kickstarter with this project: https://www.kickstarter.com/projects/1346867743/that-day-we-left-a-narrative-game-about-the-refuge
You can also try a prototype demo: http://www.indiedb.com/games/that-day-we-left/downloads
The demo only features some levels and it currently lacks some features, like a decent management of items, but it's a good starting point to see how the game will actually turn out. We have some scenes in which the player only has to choose options in dialogues, but we also have some levels in which it's possible to explore and interact with the environment. Especially the latter will be much more present into the final game, with big areas to explore and multiple-layered issues to solve.
As always, I'll be there to answer question and, most of all, creative insults.