toro
Arcane
- Joined
- Apr 14, 2009
- Messages
- 14,756
https://invinciblethegame.com
https://af.gog.com/en/game/the_invincible?as=1649904300
https://www.gamepressure.com/editor...-on-lem-conversation-with-the-deveopers/za208
There are pictures in the article.
https://af.gog.com/en/game/the_invincible?as=1649904300
https://www.gamepressure.com/editor...-on-lem-conversation-with-the-deveopers/za208
STANISLAW LEM vs. GAMES
Gamepressure: Were you sure from the very beginning that you wanted to base your game on a Lem's novel?
Marek Markuszewski: No, but it came about quickly. The first decision I made was simply that I want my own studio, and that I want to create my own project.
GP: So why Lem? Hasn't he fallen into somewhat of a neglect lately?
MM: The man was a genius writer, and I though his creativity would give us the right momentum – this stuff is just perfect for a video game. When I was reading the book we are adapting, I immediately saw the potential. I instantly knew how to approach it.
GP: Will the ending be identical as in the book?
Michal Galek: It doesn't have to. We develop reliable alternative endings that can be achieved by making certain decisions. But it's not like we've come up with some completely left-field ideas. If we decide to expand the scope of Lem's ideas, we want to make sure we don't diverge from anything he was writing about. We want the people who have red Lem to feel exactly like readers of Sapkowski when they played the first Witcher. A complete, comprehensive adaptation of the original.
MM: We're striving not to alter the message and meaning of the book. We're telling the exact same story, at the same time looking for room for player's influence.
GP: So you basically have two groups of consumers. The die-hard fans of Lem that will spot any discrepancy, and the people who haven't read him at all.
MG: We realize that a great many players don't know Lem, but our tacit ambition is to introduce them to this writer.
GP: Aren't you afraid that Lem might be a bit too difficult?
MM: Absolutely not – this simply is a modern, approachable game that tackles mature issues. This won't be some crude indie.
MG: At the same time, the book we're adapting is very adventurous. The protagonist is a scientist, but there's plenty of unexpected situations, the pacing is nowhere near sluggish; there are adventures and turns of events. This is not a game about sauntering around the primordial craters of some remote planet and pondering over philosophical concepts.
GP: Do you use the same concepts and definitions Lem used?
MG: Yes, definitely. And if we create new ones, we're striving to stick to the convention of, let's call it, retro-morphology of language. For example, we have this system similar to GPS, but we call it a "radiotracker."
GP: How do you think Lem would feel about your game?
MM: Lem was always very critical of the adaptations of his works. Well... We'd certainly feel a lot more pressure if he was still alive.
MG: Perhaps modern lemologists who will play our game will try to deride us. Our big goal is making sure we can offer credible explanations of everything we put into the game.
GP: Have you thought about cooperating with some of them?
MG: Yes, we're actually considering this. In everything we do, we treat the original with absolute veneration. But there sure will be some elements that turn out controversial for someone –that's just the inherent risk of adaptations.
MM: I actually think that ardent fans of Lem will love it.
GP: At least you can be sure the writer won't sue you for 60 million.
MM: No, but when it comes to the inheritor of the copyrights, our agreement takes into account both the preliminary salary, as well as fair royalties. If the game is successful, they will be one of the beneficiaries.
There are pictures in the article.
Last edited by a moderator: