For me it was like a light bulb going on, like “Yeah, we can do this,” and it was funny how it gave us our path from then on. Once we started doing a bunch of research, we watched lots of movies, and I actually deconstructed the genre down into a bunch of bullet points, saying here’s the thing we see over and over and over again, and here’s how it would translate into a game. They’ve drawn a lot on space opera, they’ve drawn a lot on Lord of the Rings and Dungeons & Dragons tropes. There’s this huge tradition that games really, ironically haven’t drawn on. Your Tintins and your old adventure serials and your old movies like Gunga Din and stuff inspired by H. That traditional action-adventure genre, going back to all of the old adventure comics. I think it just came out of some conversations that we had, where as we were thinking about some of these different iterative possibilities, we latched onto the idea that this was really an untapped genre. We kicked around different ideas of what kind of play space that meant. We knew we wanted to stay in the third-person action-adventure genre because it’s one we love and know how to do well and wanted to explore even further. Haggard or Treasure of the Sierra Madre?Īmy Hennig: I think it was a couple of steps. Game On: Where did the concept for Uncharted come from? I mean aside from the obvious sorts of genre things like H.
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January 2023
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