The team decided to use music as a substitute for dialogue throughout the game, with the cello representing Krish while the piano follows Florence. Mountains was inspired by the way people consume other media for the emotional connections they bring, and wanted to bring that feeling to video games. The developers wanted to make the game a linear experience early on in the process because of a concern that people with more life experience would make the "correct" choices and avoid the moral of the game. Wong and the team were inspired by film in creating Florence, and specifically cited 500 Days of Summer, Eternal Sunshine of the Spotless Mind, and Titanic. In contrast to Wong's previous game, Monument Valley, Wong wanted to create an experience that was similar to a comic book or silent movie with a focus on narrative. The team's goal was to create a game where players focus on exploring emotions instead of achieving goals. Wong said, "I wanted to explore what kind of stories and what kind of dynamics we can get without resorting to violence." Mountains decided to make the game on mobile so it could be as accessible as possible. Wong and the rest of the team wanted to create a game that eschewed violence. It was the first game Wong had worked on since Monument Valley. The staff discussed how film and books regularly explored love and human emotions, but that it was missing from game design and it would be a "good challenge." They opted to move forward and create Florence. Wong's approach was to first hire the team and then come up with a solid game. Īfter hiring staff, Mountains had no direction on what kind of game they wanted to create. Wong founded a new company, Mountains, in Melbourne. He chose to move back to his native Australia after seeing the game development scene in Melbourne grow. Īfter his success with Monument Valley, game designer Ken Wong felt that he had done what he could at his development studio, Ustwo, and wanted to create his own studio. Development Ken Wong, the lead designer for Florence, wanted to create a game that eschewed violence. Florence decides to quit her job and follow her painting passion, where she finds success. After a year, the two have fallen into a routine and begin to drift apart. The couple have their first fight six months later at a grocery store. As a thank you, Krish gives Florence a painting set and Florence fantasizes about following her passion of being an artist. Krish moves in with Florence and is pushed by her to follow his dreams of being a great cellist. They kiss for the first time and begin to take their relationship more seriously. Krish befriends her and they go out on some dates. One morning, her phone dies and she follows the sound of a cello and sees Krish, a street performer, for the first time. The game follows Florence Yeoh, a 25-year-old woman who lives alone and is settled into a monotonous routine of working at her job and mindlessly interacting with social media on her commute. A single play-through of Florence takes approximately 30 minutes. These games include: Florence brushing her teeth, Florence following the sound of a cello to find Krish, Krish cleaning his room before Florence visits, and Florence packing up her things when Krish moves in-and giving Krish's things back to him when he moves out-among others. The game plays out linearly, requiring input from the player in the form of short minigames which help mimic or reveal Florence's thoughts and actions. The chapters are separated into six acts, which represent different portions of Florence's growth and change. įlorence is divided into 20 chapters, each featuring a different portion of Florence Yeoh's life. As Florence becomes more comfortable talking with Krish, the puzzles become easier. Gameplay Florence shows the awkwardness of a first date through a puzzle minigame. The game received critical acclaim that praised the game's art-style, music, and narrative structure, but received some criticism for its ending. Lead designer Ken Wong wanted to create games that eschewed violence and was inspired by his work on Monument Valley to have a more narrative-focused experience that included puzzles. Puzzles are used to reinforce pieces of Florence's life as players progress through her story. The game features little written dialogue and tells Florence's story through a series of brief chapters. In Florence, the player follows the story of 25-year-old Florence Yeoh as she lives her daily routine and meets Krish, a cellist she sees in the park. The game was released on Febru( Valentine's Day) for iOS, on Mafor Android, and for macOS, Nintendo Switch, and Windows on February 13, 2020. Florence is an interactive story and video game developed by the Australian studio Mountains and published by Annapurna Interactive.
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