

In addition, adventure fans finally have a chance to impact which games get made, and us developers can talk directly to that audience and, importantly, raise money directly from our fans. I don’t think it’s necessarily a rise - but there’s a lot more visibility to adventure games, and maybe more acceptance of story-driven games in general. Are we reaching a new era for the genre, or is it case of niche groups having a voice through sites like Kickstarter, or what do you credit the rise, if you see it as a rise? Point-and-click adventure games seem to have seen a rise in recent years with the massive success of Telltale games and various successful Kickstarter campaigns like yours. It’s not a feature you have to use or enable, but we think it adds value and emotional depth to the gameplay experience. Our goal is to make players feel part of a global community experiencing the story together. This social connectivity is important and valuable. What’s unique about our approach to choice and consequence is that you can share your choices with the world, discuss and debate them, both before and after you’ve made a decision. Every choice matters, and there’s rarely a wrong or right choice - it’s all shades of grey. Some choices will change the course of our characters’ journeys, others will decide whether certain people live or die, and others again will be smaller decisions that shape conversations and relationships between characters. The choices you make in the game will, in many cases, have significant consequences. How much can we expect that the decision you make through the game will impact the story of the game? Can we expect different outcomes of the story depending on the choices we make? Our audience is already big, and we can embrace that audience and their needs wholeheartedly without making any compromises to our vision. We don’t have to “appeal to a bigger audience” or try to find a way to sneak an adventure game past publishers without them noticing by including more marketable gameplay. Also, the market has changed a lot since 2006: we can make a story-driven adventure game without combat and stealth, focus on the emotional gameplay experience, and be successful doing that. It’s haunted us ever since!įor Dreamfall Chapters, we have the freedom and the technology to make exactly the game we want to make - and, importantly, the game our fans want.

So we were unfortunately stuck with the subpar combat. By the time we realised it wasn’t going to meet our expectations, it was too late to make any major changes. It was a mistake to have the combat be as poor as it was - that was obviously not our intention, but time, bugs and technical limitations got in the way.
