Dan Pinchbeck et Jessica Curry partagent leurs sentiments sur tout ce qui entoure actuellement le développement d’Amnesia: A Machine for Pigs : le lien entre narration et gameplay, la différence entre terreur et horreur, l’industrie du jeu vidéo, etc. Une lecture fort intéressante, que ce soit pour les amateurs ou les professionnels. Extrait :

« Historically you’ve always had narrative and gameplay – a bubble of narrative and a bubble of gameplay. Then there’s the arguments about whether the gameplay you’re doing constructs a narrative, all that guff. I think partially that’s down to not thinking about yourself like a Hollywood script writer, but as someone who makes fiction. You have to use all the tools in front of you, whether they’re physics or AI or script, it’s all just tools to make the player think and feel.

« When I was an academic I came across this concept of narrative units – if you give anyone a bunch of stuff, they will construct a narrative out of it. All you need to do is show someone a ladder on its side, a person on the floor and a spilled paint pot and they’ve already gone – ‘oh, they were painting and fell off the ladder’. You haven’t given them a story, you’ve just given them bits – pieces and images.

Amnesia: A Machine for Pigs devrait sortir cette année, mais nul ne sait quand.

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