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Posts Tagged ‘breve’


Tuesday, September 22nd, 2009

Wanderer above the Mists - Caspar David Friedrich

So, we said we have a new project. We even posted a production update of it. But… we still didn’t present it properly did we? Well, let’s correct that. Presenting: Tsar Project.

Most people upon contact with a new game simply ask “what kind of game is this?” and are satisfied by the fairly superficial answer. Simply put, Aduge’s current project is a challenging stealth game set on XVI century Russia. We could go on and on about the game’s mechanics and features, but this wouldn’t present Tsar Project more than it’s outermost layer. To most players this would do, but the target audience of our studio isn’t most players. When it comes to Aduge’s projects the more correct question we’d like to hear is “what is this game about?”. This type of question let us explain why Tsar Project is a challenging stealth game set on XVI century Russia which is the heart of the “problem”, so to speak.

Now, getting finally to the point of this post: Tsar Project as a game is about aloneness and patience. It’s not just a story about aloneness and patience, it’s a game about these concepts. This means that the game itself through it’s mechanics and challenges deals with these concepts.

Aloneness not in the sense of loneliness, but in the sense of distancing an individual from a group, up to the point he becomes a complete outsider. In Tsar’s case, the player will be immersed on the main character’s mind which is alien to the universe of the game itself, hence the feeling of aloneness. Other supernatural traits of this main character contribute to the distancing and the feel of aloneness, but the nature of these traits we leave to another opportunity.

This is a game about waiting and that is what makes it difficult in the first place. The more reckless or hasteful the player is, the more mistakes he will eventually make and this will compromise his/her task. It’s a true stealth game, where active push and aggressive behaviors end up biting the player’s hand in the long run. Waiting, contemplating, looking for patterns, reading behaviors, these are actions that rewards the player more than his skill at pressing buttons at the right time.

That being said, this is only the conceptual guide that drives the game development and design. But that is not the “right” meaning of Tsar Project and we still encourage players to play and interpret the game the way they want to. See you next post!

Tsar Update #001:After Coffee

Thursday, September 17th, 2009

So yesterday we’ve told you about the Tsar Coffee. Now for the hard work: it keeps going on. Marcel just returned from the 4th Information Design International Conference in Rio, in the Tsar Project I’m in the last steps of the Character Design creative process, Game Design and Plot are tidying up the core events of the game, Vermon is working dutifully to implement a fine a.i. pathfinder algorithm, and Sound Design just finished it’s creative guidelines.

As the new fortnight beings we’re overlooking the administrative aspects of the studio and will go back to the Kremlin works tomorrow. And so those are the news from the last few days.

See you shortly!