'It's time we started talking a little bit about the
genesis of our project through listing some of it's
ingredients.
I'm going to start with a bit of a
rant...Among many videogame industry business types, there could
be said to be a common wisdom surrounding why lots of people buy
certain types of games, what drives these sales and so
on. Therefore, it's understood, that we (the collective
industry) need to keep focusing on making those kinds of games,
because people will keep buying them, and that's good
business. For the big publishers, this approach has become
extremely apparent...the big budget "Call of Duty"
productions, for example. The interesting thing is, it's only
good business if you happen to have 50+ million dollars to throw
at a production, and you focus almost entirely on streamlining the
gameplay to make it "playable" by anyone, and work to
"up the ante" with the level of epic sets, destruction
and fast paced breakneck action.
There's no
doubt; modern videogames represent a continuous flood of ground
breaking interactive experiences that can thrill and immerse
people unlike any other form of entertainment. Even actual
physical roller coasters are being challenged from a pure
"lizard brain thrills" perspective with the latest
shooters. As graphics technology has improved exponentially, so
have project budgets. As budgets rise, so does risk. In the
90's, video game project budgets were low enough that
studios could fund a large number of video games, betting that one
would be a hit, and the revenues from which could end up paying
for all of the projects, even if the others were flops. In those
days and earlier, browsing videogames in a software store meant
browsing DIFFERENT GAMES. In the "old days", there was
an incredible variety of games. Both from a graphical and gameplay
stand-point...they were all written from scratch by passionate and
talented teams with strong collective visions of unique original
games.
These days, games are becoming more and more
indistinguishable from each other, both from a graphics and
gameplay point of view. The reasons for this are varied and are
discussed at length elsewhere. The main point here is that our
project has little to do with all the data that has been collected
and used by many of the large companies to determine what
"they" (the perceived masses) want and will buy. Now,
this doesn't mean that we aren't aiming for an
experience that is "easy to play but hard to master".
But it does mean that we're building something that
WE (iDGi) want to experience...Obviously the
exact nature of this production is shrouded in mystery, and this
is because we're still fully working out exactly how to
achieve our ultimate goals with iDGi-1...
-Gregory MacMartin
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Whispers From The Rift launching onto Steam, itch.io, Google Play and iOS on June 21st, 2025.
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