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Conarium switch11/25/2023 It was a challenge to balance such union of styles but refining all of our resources and retouching the jagged edges helped a lot in that case. Furthermore we wanted to create a post-modern storyline and having futuristic elements somewhat comes as a result. Finally we think it would be best to incorporate the past with retro-futuristic technology. Lovecraft wrote his stories against the backdrop of modernist movement, we simply imaged how he would react in creating visuals of the game in the perspective of this context. Our Initial design conception revolved around the idea of transfusing modern architectural styles such as Art Nouveau, Art Deco with ancient masonry. Onur Şamlı: Designing the game world was a big challenge for us because Zoetrope is a team of three people and the two of them -my brother and I- were the only artists responsible to design the game world. How challenging was it to balance this out whilst maintaining the core gameplay elements? I find it interesting that Conarium features everything from almost every genre. We did the same with Conarium and followed the narrative patterns of DW series. Player must progress based on their own observations within the game world and game designer’s job is to give player enough clues to make the progress fruitful. They did not not hold your hand and that’s the prerequisites of playing an adventure game back in the days. On top of that, we followed the basic narrative patterns of our favorite adventure games of late 90’s. We didn’t even consider making DW series superficial with a shallow storyline and tried to expand our own universe and lore in a Lovecraftian fashion. That was our design philosophy when creating Darkness Within Series. Also basing your game on a literary work means you have to keep your game within the frameworks of literature. Lovecraft, a world which has already been introduced. Onur Şamlı: We base our games on the works of H.P. Why do you think more and more games like Conarium are approaching subtle story mechanics instead of a direct narrative structure? You are not holding the hands of the player, instead you provide visual clues. Every action player has taken must be coherent and based on the plot along with the fact that every plot element should be explained to the player in an aesthetic way.Ĭonarium features story telling in a unique way. The most important lesson we have learned is that narrative design and its unambiguousness in nature is the key. Onur Şamlı: All of our games share the same narrative nature and we gained much experience in that field during all those years. Tell us what did you learned from your previous two projects and has that experience helped you in the development of Conarium? Despite such shortcomings, players interest have been very high and we hope it would continue in the future. While developing the game, due to the limited resources at hand, we could not put enough attention to most of the design aspects as much as we wanted and we knew Conarium fell short of gameplay and puzzle quality of what we originally had in mind. Onur Şamlı: Fortunately, Conarium has been doing well than what we imagined. Where do you see the game reaching in the future in terms of success and recognition? "The most important lesson we have learned is that narrative design and its unambiguousness in nature is the key."Ĭonarium is available now. To learn more about the game’s development, Gamingbolt reached out to Zoetrope Interactive to answer our questions about the game. Onur Şamlı, co-founder of the company and Programmer Galip Kartoğlu answered general questions and technical questions related to the game. Lovecraft’s novella ‘At the Mountains of Madness.’ The game’s story is bound to be one that grips players as they take on the role of a scientist called Frank Gilman who soon finds that things have changed somehow in his team’s base at the south pole. Conarium is a game that is inspired by H.P.
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