Fullbright co-founder Steve Gaynor wants 2017’s Tacoma to stand apart not just from other titles in the exploration genre, but against the studio’s previous release, Gone Home.
In an interview with Gamasutra, Gaynor spoke in depth about the need to create narrative-focused adventures that pique the interest of players and leave a lasting impression. Adamant that gamers should not view Tacoma as “Gone Home on a space station,” he stated, “That’s not necessarily bad, but it’s not what we’re trying to do.”
First announced in 2014, Tacoma was on track for its scheduled release in 2016 until early press and playtesting feedback revealed gamers weren’t connecting with the story the way developers needed them to. Forced to think of ways to better engage people in Tacoma‘s narrative, Gaynor said the team wanted to “get it to a place that we think and hope people will say, ‘Oh wow, this really stands on its own.”
During game’s revamp, the Tacoma team focused on creating storytelling tools it hoped would motivate players to participate as active observers rather than passive. Of particular note is a feature within the game which gives users the ability to pause and rewind Tacoma‘s augmented reality scenes as they play out around the station. This rewind feature allows a player to view a part of the story happening in one room, then go back and see the same time frame in a different room, offering a more in-depth understanding of the game’s narrative.
“At this point where the industry is, ‘it’s nice’ is not going to put you over the top,” Gaynor said. “So investing in getting to that place where people play your thing and are like, ‘holy sh–, I want to play more of this. Wow this thing that you guys are making really has something about it,’ that is super important.”
OnlySP will have a review of Tacoma later this week, as always we’re dedicated to bringing gamers the latest news, reviews, and other great content about the single-player games they love. Be sure to follow us on Facebook and Twitter for more!