Report RSS Getting the game content right -Letting go of intoxicants-

Posted by on

Our four men strong indie studio is developing it´s first adventure game Lydia (Indiedb.com) and it´s going to be a dark tale. The game is about substance abuse from the perspective of a small child. This got us thinking.

Lydia1

"Is this the monster?"

I joined the group at the late state to handle business development and marketing, but as it usually goes with a small studio, everyone does whatever they can to make sure that the best possible game is delivered. The story was already written when I joined, and I got to play the very first Alpha version of the game. It moved me deeply (and I´m not just saying this because I´m part of the team). How could we make sure that the emotions that the game stirred up in us are true to the extremely sad content within the game? I thought that I need to dig deeper into myself.

After a heavy pondering I decided to let go of all intoxicants until the release of the game.

The punchline of the game is "How do you find a monster you can’t see?". I want to fight my monsters. Working in a indie team is hard, and as you might know, the pressure both inside ourselves and within team could rise from time to time. And usually alcohol helps with that. It relaxes and gives brief moment of (false) joy. But no more. We want to be true to our story. We want to find the form of the monster within and make sure that the game delivers authentic experiences.

Welcome to follow my intoxicant free life!

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: