AEP and I will be working to expand the writing into this new narrative and design format with a more traditional narrative arc. There are a lot of things this game does right. There’s only so many points at which you can plug in that sort of thing into a game design before it starts becoming unmanageable.Īnother thing we are working on is programming the text to reveal itself in pieces on a single page, as seen in a game I like, The Writer Will Do Something by Matthew S.
We found that without any buildup we were running out of options for including character development, choices, and other content. Building up to that conflict will allow for pacing the exposition naturally. We have decided to open with an action-oriented scene, leading up to a confrontation rather than throwing the player straight into a fight scenario.
The past couple days we have been immersing ourselves in Freeality, rereading everything we’ve put into it and reconsidering some design decisions. AEP and I tried to meet up several times, I was sick once, and now we’re buried under 1,000 pounds of snow. It’s been a tough year so far for game development. This effectively stonewalls the player at the train's tutorial section very early on.A chilly embrace, very slowly because they are reptiles The game removes the train control UI if it detects that it's been pirated. On the fifth visit, two puzzles were shortened significantly and on the sixth visit, the final floor is now entirely optional. While the American and European versions have the text aligned to the left, the Japanese version has the text centered.Īlso, the Japanese version made the Tower of Spirits slightly easier. The French and Spanish scripts, while being present in the American version, were completely redone by NoE down to some of the names, due to subtle differences between the European and the Quebec/Latin American dialects. They also have different names for many of the characters, items, and locations. Some sentences with grammatical errors found in the American version were fixed in the European version. In most cases, the American translation generally takes more liberties, while the European one has more literal dialog. The American and European versions of Spirit Tracks, like many other Nintendo games, contain two different English translations, due to being localized simultaneously yet independently by Nintendo of America and Nintendo of Europe.