The thing about both Frostpunk1 and 2, 11Bit's snowpocalyptic city-builders, is that they see a desperate existence in a world that has plunged into perma-frost, but they're a real shame. There is a fact that we cannot even solve the mysteries of history without annihilating the populace through child labor, organ harvesting, and hypothermia. In general, there are a lot of sad things.
But nevertheless, co-director of Frostpunk2 (and senior lead designer of the first game) Jakub Stokalski to PCG is not all the time, at least the studio is out to grieve you. "There's a joke that we're really doing a 'depression simulator' in an 11-bit studio," Stokalski says."
What is the Frostpunk game about, then," even through adversity, it rather shows [the player] that there are ways to feel gratification and avoid tragedy."This is a little gnawing to hear honestly, Because I think it suggests that my destiny reign in Frostpunk2 might actually have been an inescapable quirk of destiny, not my fault. It can't be right.
But, alas, obviously so. "We make the point that we never make a game, a choice, a result, a law, or a balance, so that there is no good way," Stokalski says."
This doesn't suggest that we're going to have a 24/7 roaring time in the Frostpunk world, but rather it's a matter of balance. Stokalski emphasizes that "if you fail, there must be tragedy because you need to feel that bad things happen if you fail," but the developers balan it "We are designers, we control almost everything in this world, we make it for you as difficult and shitty as possible." It can be anything you want. But that's not the point of the game."
In other words, yes, the times when I doomed my city to oblivion were really all my fault. sorry, citizen.
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