Once the 2012 demo was made the design took on its own momentum and it was basically too late to fundamentally change direction again. Gorogoa came to play more like a first-person game within each tile scenes were designed to emphasize z-axis "depth" tile stacking became a big part of gameplay and puzzles involving elaborate character traversal were toned down in favor of more "first person" object-based puzzles.Īfter that big swerve in the design I tried to worry less about other games. I had imagined sequences for Gorogoa where the character traverses a 2D maze from tile to tile, but since Continuity was already doing that successfully, I decided to try and explore in a different direction. When I saw that game I was still designing Gorogoa, mostly in my head. This is going way back, but one game that ended up changing the course of the design early on was a game called Continuity, a clever 2D platformer with levels divided up into sliding tiles. Were there any games that influenced you artistically or technically during development? Balancing those constraints was really the overarching challenge of the whole project, and it took me the first year or two before I even understood that. Because the pieces that make up the puzzles are also scenes within a story, gameplay and narrative are entangled in such a way that pulling on one thread would always dislodge something else. It was very difficult, and took a huge amount of trial and error. Gorogoa is a perfect advocate for video games as an art form, but as a game, how difficult was it to implement the story you wanted to tell and the type of puzzles you designed? Of course now I'm also very fortunate to work with a publisher that handles a lot of PR duties. Maybe this gives me a false sense of security regarding my ability to deal with it, I don't know. I've been to many shows over the years since 2012 and have interacted with the public and press at sort of a low simmer for most of that time. As this is your first game, did you seek much advice regarding dealing with conventions, public or the media? The critical reception has been overwhelmingly positive, even since its first demo in 2012.
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