Is it an absurd idea that such an odd game as Abstract has an actual story planned? That it will also manage to stay in tune with the art theme?
[Activates German Scientist Mode]
We shall zee, I zuppoze. If zo, we have wayz of making you talk.
[Deactivates German Scientist Mode]
Anyway, when I first drew the Abstract player model, it was greatly different than now. (https://www.indiedb.com/games/abstract/images/the-first-sprite-for-the-game -- since the insert image thingy refuses to work) The original idea was for a little robot fighting off a strange new form of abstract art attacking paintings and other art styles.
This original concept was dropped however, as I hated the player model design, and I preferred the more black and white look for the enemies the player had to fight. So, as a result, the game began the path it does today. There were ideas here and there about story, but I put it off until I started developing the levels for the demo.
My final decision was rather clear -- Abstract is a game with completely ambiguous characters, so the story should be ambiguous as well (but not in a bad way. We wouldn't want a story more confusing and freaky than Black Swan, now would we?). So, the story shall be self-narrating. Characters shall either be making musical tones or I shall have gibberish read by a select number of voice actors. Either way, you (the player) are left to interpret the emotions of the characters and what all the story actually means. And no, there will be no narrator to guide you. I've even explicit parts of the plot in half-gibberish, so as to not bias even my own designing of the game.
Frankly, you can view yourself as playing a hero or a villain. A just man or a rogue. A cynical jaded psychopath, or a benevolent personable happy-guy. It is up to you.
If you want to know what I see, when I look at the Abstract:
I honestly see the Abstract as having a Napolean complex.
The Abstract is clearly a small character, and wishes for power.
Maybe that's just me.