PS4 Games Shock: Big News as PlayStation exclusive leak hints at new 2019 release date

So is Erica a series of decisions and is there a game over at any point within the context of it? Or does it just keep branching and deepening as you move forward?

That’s kind of ties into your last question and the way in terms of like, what are we doing to reinvent things or how do we kind of consider that stuff. 

For instance, the game over was sort of a thing of the 80s. You had a game over because it was designed for you to put more money in the slot.

And for us, in Erica, it’s not about winning or losing. It’s not about a game over. It’s just using the nature and art of interactivity to tell a better story.

Well, actually, there’s maybe one potential place you could lose? But really my thing is like for the story to work the story has to be conclusive, it has to have an end game and like an ultimatum.

There’s always a resolution and everyone’s story is wrapped up and that was something we were very obsessive about.

This is why it takes like two years to write something like this because you can’t just settle for film rules or game rules, it has to like service all these different things.

How does that work with regards to replayability? Especially coming off the back of something like Detroit: Become Human where you have so many of these micro decisions. What’s the scale? And how does that work, especially when you’re going for that bite-sized feel.

So one of the things we were really big on was that the player needs to be interactive every 15/20 seconds because if they start playing and they watch like a big old cutscene and they lean back and have some prosecco or whatever – I don’t know why it’s prosecco, I’m thinking about my mum – But I’ve seen her try to play some of these games before and then she forgets she’s playing a game because it’s knocked her out of the loop.

So we were like, we have to be interacting every 15/20 seconds and we want our choices to be meaningful. We try not to be vague about choices at the same time we don’t want to say bring up like big UI telling you what’s going to happen or the consequences. But on the other side, we don’t want it to be so invisible that you couldn’t even tell its a branching narrative.

So that very much came into how we write it. A lot of this is just the context of writing a good story which marries with good game design empowered by the like technology that we’ve built from the ground up.

We look forward to (hopefully) seeing Erica launch later this year

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