![]() ![]() ![]() Norrell by Susanna Clarke, as well as a long-time desire to create an alternate history game - something BioWare is yet to touch. The Realm Card system, paired with a sophisticated level design process that blends procedural generation with intentional design, offers you a way to not only discover everything the realms have to offer, but to have agency over how you experiment. Speaking to Eurogamer last year, Flynn said the game's setting was inspired by the brilliant Jonathan Strange and Mr. Nightingale offers a level of variability and exploration potential within the Faewild worlds beyond your usual survival crafting experiences. This magic allowed humanity to build a network of portals (basically, Victorian Stargates) to other fantasy realms. Nightingale is set just before the turn of the 19th century in an alternate Victorian world where magic has existed for hundreds of years. Indeed, Nightingale was initially pitched as an online multiplayer RPG, before its full reveal last December saw it redefined as a "shared-world survival crafting game". "More and more, we were investing in elements of our survival crafting experience and we made the decision that to ensure we could ship this game and not find ourselves in the very long development cycle that many MMOs do, we would walk away from those things." That was largely driven from a game design standpoint and where we want to take the game," Flynn continued. "We made that decision last summer in conjunction with some other things we want to do with the game. Now, Nightingale will be "a more intimate, single-player or small group player experience", Flynn said. Today, Flynn told that the shift away from using Improbable's tech had been ongoing since last summer. This left Nightingale's future in question. Last month, Improbable announced it was effectively doing a Google Stadia, and quitting internal game development. ![]()
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