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Today’s videogames go out of their way to make sure you understand pretty much everything about the game right off the bat. There’s a lot of hand-holding and guidance, as both publishers and developers believe that frustrating a player out of the gate will cause them to turn the game off instantly. The team behind TUNIC felt differently.

In an interview with Games Industry, Finji CEO Bekah Saltsman spoke about TUNIC’s goal to fly in the face of modern trends. TUNIC does very little to tell you what’s going on, and that’s especially true in the game’s early moments. This forces the player to figure things out on their own and push ahead, which makes the experience that much more satisfying when things start to click.

“It is not at all remotely acceptable to launch a game that way, especially in modern day gaming.We want the player to feel some confusion as they’re getting their bearings early on. The player is going to feel this because they’re not asking the right questions. In those early moments of the game, Tunic is trying to teach the player to ask the right questions for the game.”

[Finji CEO Bekah Saltsman]

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Comments (1)

kuribo

1+ y ago

Wouldn’t say I was ever confused playing Tunic, but I acknowledged at times I don’t have the information or item needed at certain places.