Seed Interview, Part One
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Q: What kind of look and feel are you aiming to offer for the game as a whole? And within this environment, how much emphasis are you placing on the story elements?
A: Graphically, we are going for what we call a "graphic novel" look, heavily inspired by various European sci-fi comics. Of course, Seed is a full 3D gameworld, but we try to capture a "drawn" look. We are not using cell shading, but in some ways, the technique we use looks like it.
The ongoing story is a central element in Seed. As a colonist, you get to decide which large-scale goals the colony should aim for. Should every resource go towards getting the terraforming on track, should the colony instead focus on getting the space elevator back in action to reach the space station and try to re-establish contact with Earth, should the colony start looking at the planet's underground for expansions, and so on. We will throw in some hooks to the possible storylines, but it will be the players' opinions and actions that determine what direction the overall story is to take. It is an integrated part of our game design to expand the world on an ongoing basis for as long as Seed is online.