EDGE - - THE MAKING OF... - Ed Key Lead de­signer

Pro­teus, along with a few other ti­tles, en­cour­aged a style of play less fo­cused on the me­chan­ics of player in­put. How do you feel about Pro­teus’ place in that his­tory?

Well, in a real way, it’s still all about the in­put – there’s a tight loop of ac­tion and re­ac­tion from the game, which is part of what makes it work, but of course the tempo and re­ward struc­ture is mas­sively dif­fer­ent. I’m proud of that, but some­times wish other peo­ple had run with that more! I’m al­ways a bit sad to see an ex­plo­ration game based on col­lect­ing orbs.

The port of Pro­teus to PS3 and Vita in­cluded Tro­phies, an el­e­ment that feels al­most an­ti­thet­i­cal to the tone of the orig­i­nal vi­sion. Were you con­cerned about the im­pact these fea­tures would have on the game?

The Achieve­ments and Tro­phies were def­i­nitely weird to de­sign. I don’t know if they were wholly suc­cess­ful but some peo­ple re­ported that they en­joyed them. Maybe I’d have made them less will­fully ob­scure if I’d had more con­fi­dence that peo­ple who didn’t care would just ig­nore them, and that peo­ple who are into them would find them more rit­u­al­is­tic to per­form and less ob­scure to fig­ure out.

Pro­teus: Arte­fact Edi­tion, re­leased this year, con­tains many phys­i­cal ob­jects re­lat­ing to the game – what were your aims with it?

I re­ally like David’s phrase of an “ex­panded uni­verse”. We tried to pack it with weird stuff that was a com­bi­na­tion of oblique frag­ments of the game and its de­vel­op­ment, plus things that ex­tend it, like the “field guide” and cards, kinda soft­en­ing the edges of it. We – in­cor­ri­gi­bly – kept it mostly un­ex­plained, so you have to do a bit of work dig­ging through it to put it to­gether.

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