Simplicity, scale and ambition
I just would like to quickly address the topic of simplicity, since I mentioned it on the main page. It is quite common to see game projects flounder because of over-ambition. Sometimes, in the hope of raising as much money as possible, projects try to cater to too many audiences and end up disappointing a large chunk of their backers. It is my wish to try and avoid this as much as possible.
So let me make something clear: if as a player you MUST have deep statistics and number crunching, then chances are you will be disappointed in “Ghost of a Tale”. I can’t stress this enough: my goal is to create a game that’s beautiful, charming, fun, accessible and straightforward in its approach. This should not however be necessarily construed as “dumbed-down” or shallow; after all you can build fairly complex architectures with simple stones.
Finally here’s a short turntable video which shows the main character you’ll play in-game. It’s the first of a series of videos which aim to give you a better look at some of the characters that were only glimpsed in the alpha trailer…
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