It fit with the themes of the game, so we went with it. That kind of weird moment where you’re expected to be an adult but no one really thinks you are. You’re not a teenager anymore but basically not a full adult. Q: How deliberate was the choice to keep Mae under 21, and therefore under the legal drinking age? It was a tough call but I’m glad we went text-only. In the end it wasn’t feasible production-wise to do (giant script, dozens of characters) and also we felt it was better to have people read it themselves as VO on top of it felt like an extra bit of direction, like paint on top of paint or something. our main sound designer actually recorded a massive amount of vocalizations for Mae that exist somewhere out there, but the only ones left are the jumping grunts and a few other little bits here and there. Scott Benson: We looked into this at least twice and went all around on it. Q: Did you guys ever consider having Night in the Woods fully voice-acted? (why didn’t you go with it, if you did?) Things changed, the game got weirder, and we just followed it where it wanted to go. I mean early on we were like thinking some metroidvania shit or something. We had some original ideas that didn’t involve them as much, but such things evolve as you go. Over time the FQ’s ended up absorbing a lot of things we wanted to do in the regular day-to-day stuff. At that early a stage we were still coming up with the structure of the game and the stuff from the Kickstarter was folded into the main design as we were putting it together. While I’m not that far into the game, it seems like a lot of the best moments came out of these. Q: I remember during the Kickstarter you had a stretch goal for “friend quests” which seem to be the majority of the early game and character creation and are GREAT! But I’m wondering what would have happened with the early game/character building if that goal hadn’t been met. And Mae’s character changed over time and the game got weirder and more improvisational on our part (especially in that first year), and after a while it became what is was. We’d thought about doing a day/night cycle at one point but it didn’t really work structurally and tbh we’d need a team larger than 3 people to pull that off and make it interesting/full. A lot changed especially in the first year or so as the game was coming together. Scott Benson: Those evolved into what happens at night through most of the game. How different is this from the final version of the game? And did any of it influence the final game, or survive in some form? Q: The Kickstarter page mentions “astral projections,” “another side of town,” and things being different at night. I came up with the basic idea/setting/broad strokes of the initial plot, scribbled it and some character sketches down, and sent it to Alec. Scott Benson: Since sometime in the late summer of 2013, specifically one weekend late night when I was watching Return Of The Living Dead. Q: How long has the idea/concept for Night in the Woods been around? Here’s a few of our favorite insights into what makes Night in the Woods such an amazing experience. In between promoting the game, (and the endless fan art it has spawned) on Twitter, Scott has also been answering anonymous fan questions directly over on Curious Cat. Now that the game is available on Steam and itch.io, fans want to know everything they can about the curious inhabitants of Possum Springs. The 2D adventure game raised $209,375 during its Kickstarter campaign. Back in 2013 he teamed up with Alec Holowka and Bethany Hockenberry to make Night in the Woods. Scott Benson is a self-taught animator, illustrator, and now bona fide game developer.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |