When Josef Fares and Starbreeze released the critically acclaimed game Brothers: A Tale of Two Sons in 2013, it surprised many fans and critics who knew Fares primarily as a rising star in the film industry. However, Fares’ decision to pivot to video game design was not as unusual as it seemed. Born in Lebanon, Fares had experienced the hardships of the Lebanese Civil War as a child and had already received recognition for his work in the film industry, including winning the Nordic Council Film Prize for his film “Zozo” in 2005. Fares’s foray into narrative gaming with Starbreeze was a natural extension of his passion for storytelling.
Currently, Fares and his studio Hazelight are collaborating with Electronic Arts on their upcoming game, A Way Out. This unique game revolves around two characters who meet in prison and embark on a daring escape together. A Way Out distinguishes itself through its commitment to cooperative gameplay, requiring players to team up either locally or online to progress in the game. Fares even went so far as to include an extra copy of the game to gift to a friend, emphasizing the importance of playing it co-op. This innovative approach to gaming has generated significant buzz and anticipation.
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Fares is an auteur in every sense of the word, exuding passion and enthusiasm for his projects. He speaks about his vision for his games with genuine excitement, aiming to create experiences that are not just about leveling up or completing tasks, but about immersing oneself in a real character and narrative. Fares believes that games have the power to bring people together and create shared experiences, similar to the way movies can captivate an audience. He sees endless possibilities for games to evolve and push creative boundaries in ways that have yet to be explored.
The Inspiration Behind A Way Out
The concept of A Way Out began with Fares and a friend searching for a co-op game that offered a meaningful and immersive experience. Fares wanted to create something that went beyond simply leveling up or solving puzzles, aiming to tell a story that resonated with players on a deeper level. He firmly believes in the power of storytelling, and he wanted to bring that power to the cooperative gaming experience. Fares recognizes that people often underestimate the potential for storytelling in games played together, and he set out to prove them wrong.
When asked about the games that inspired him, Fares admits that he was not directly influenced by any specific title. Instead, he draws inspiration from a broader love for the creative aspect of game development. Fares sees immense untapped potential in the gaming industry and believes that the future holds exciting possibilities for unexplored ideas.
Crafting a Narrative in Gaming
Fares challenges the notion that it is harder to create a narrative in a game compared to a movie. He believes that it depends on how it is approached. A strong story can provide powerful moments that resonate with players, even if there are times when they cannot directly interact with their companions. Fares questions the traditional perception of gameplay, which often revolves around shooting, jumping, or solving puzzles, and asserts that gameplay can encompass a wide range of experiences. He envisions gameplay that can incorporate intimate moments, such as making love, when done tastefully and thoughtfully.
The technical aspects of developing A Way Out presented numerous challenges for Fares and his team. The game’s unique split-screen co-op mechanics required careful consideration in terms of pacing and storytelling. Unlike single-player games, where triggers and cutscenes can be precisely timed, A Way Out needed to account for the actions and positions of both players. Despite these challenges, Fares is proud of how naturally the gameplay flows and how players become fully engaged in the story. The development team’s dedication to realizing their vision is evident in every aspect of the game.
A Successful Partnership with Electronic Arts
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Fares’s partnership with Electronic Arts (EA) on A Way Out has been incredibly positive. Despite occasional criticism of publishers, Fares speaks highly of EA’s support throughout the development process. He emphasizes the benefits of the EA Originals program, which allows developers to retain 100% of the game’s profits. He admires the level of support EA has provided, from public relations to overall support for the game.
The unique feature of purchasing one copy of A Way Out and receiving an additional copy to share with a friend was Fares’s brainchild. He believes that it makes sense for a co-op game to encourage playing together, and while he would have gladly given the game away for free, practical considerations necessitated the need to cover development costs. Fares values fairness and believes that the pricing structure reflects the nature of the game.
A Way Out and Cinematic Influences
While A Way Out incorporates a prison-break element, Fares emphasizes that prison is just one aspect of the overall game. The story continues beyond the prison walls, and the game explores the building of a relationship between the two characters. Fares deliberately structured the initial minutes of the game as a single-player experience for both players, allowing them to become acquainted with their respective characters before introducing the cooperative gameplay element. This presented additional challenges, as Fares had to consider the pacing and integration of the two narratives. Ultimately, he is thrilled with how seamlessly it all came together, creating a genuine sense of immersion for players.
During a demo, Fares mentioned that A Way Out unintentionally offers replayability. Although he appreciates players wanting to replay the game, he believes that developers should follow their hearts rather than focusing solely on replay value. Fares acknowledges that gamers have diverse backgrounds and time commitments, and therefore, it is essential to provide experiences that resonate and touch players, even if they are relatively brief. He acknowledges the industry’s continuous evolution and the potential for creativity to flourish in new and unexpected ways.
Pursuing Future Projects
When asked about the possibility of creating non-narrative games like Battlegrounds, Fares emphasizes that his creative journey is guided by his passions. He follows his instincts and pursues projects that excite him at a given moment. For now, gaming has become his primary focus, but Fares does not rule out returning to the world of filmmaking. Regardless, he is currently fully committed to Hazelight and the exciting world of game development.
Fares enjoys the challenges that games present in comparison to movies. Interactivity adds complexity, as developers must account for player choices and actions. Fares likens releasing a game to setting the audience loose on a movie set, allowing them to engage with the actors and cameras. It can be a daunting prospect, but Fares is thrilled that A Way Out has come together so seamlessly, allowing players to fully immerse themselves in the experience. The game is filled with small minigames, creating additional opportunities for players to engage and have fun.
Conclusion
A Way Out, slated for release on PlayStation 4, Xbox One, and PC on March 23, offers a unique and immersive cooperative gaming experience. Josef Fares and his team at Hazelight have poured their passion and dedication into crafting a narrative-driven game that pushes the boundaries of storytelling in gaming. Fares’s vision for A Way Out showcases his commitment to creating meaningful experiences and his belief in the power of shared narratives. As the industry continues to evolve, Fares looks forward to the limitless possibilities that lie ahead.
FAQs
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Q: When will A Way Out be released?
- A: A Way Out is set to release on PlayStation 4, Xbox One, and PC on March 23.
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Q: What sets A Way Out apart from other games?
- A: A Way Out distinguishes itself through its cooperative gameplay mechanics, requiring players to team up either locally or online to progress in the game. The unique split-screen co-op experience immerses players in a compelling narrative.
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Q: How did Josef Fares come up with the idea for A Way Out?
- A: Fares and a friend were searching for a co-op game that offered a deeper and more immersive experience. The desire to tell a meaningful story and create a sense of connection between players led to the development of A Way Out.
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Q: Is A Way Out inspired by any specific games or movies?
- A: While A Way Out draws inspiration from various movies, Fares does not attribute its development to any specific titles. He believes that games have untapped potential for creativity and storytelling, and A Way Out reflects his desire to push those boundaries.
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Q: Will A Way Out have replayability?
- A: A Way Out unintentionally offers replayability and will undoubtedly appeal to players looking to experience the game multiple times. However, Fares emphasizes that the primary focus should be on the unique and immersive narrative experience the game offers.
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Q: Will Josef Fares continue to create narrative-based games?
- A: Fares’s main goal is to tell strong stories in a playable format, using mechanics to enhance the narrative experience. While he remains open to different creative avenues, he is currently dedicated to game development and the possibilities it offers.
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