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Developer Blog #2 - An interactive experience





Good morning all, and welcome to another issue of 'the blog'.

This week I'd like to talk a bit about interactivity with regards to gaming and why it has become such an important piece in what makes a game, well, 'fun'. Definitely check out my last blog about detail as this one builds nicely upon it. I remember playing RPGs such as Final Fantasy VII, Zelda, Chrono Trigger, Golden Sun, and Kingdom Hearts. While their stories were great and they each featured a great cast of characters, there was always a subliminal urge to want to keep moving forward. There was always something that would catch my eye as I searched for the next save point that would make me play for two or three more hours before my parents would scold me for staying up too late.



The underlining element, in my opinion, that makes a game interesting is having proper rhythm and balance. Imagine a game where you moved, endlessly, from boss fight to boss fight with nothing in-between, or a game where you endlessly move from point A to point B without any battles, puzzles, or interesting decisions to make. Sure, it would advance story, but would you really want to? Even if the story was really, really interesting? The medium of gaming is at tricky one in that developers have to find the proper pace in which to tell their story while maintaining fun gameplay mechanics that are interesting.



We at Glitch, LLC. think we've found that nice balance with North to Hollow Grove. Players can expect a fun, exciting story with plenty of "breathing room" between cut-scenes that includes a lot of different things to involve yourself with. You can harvest materials from the world to make potions at an alchemy lab, you can interact with NPCs and learn about the vast, immersive world, or do some of the many, many side-quests that are littered throughout. As much as we want you to get lost in the main story, we want to throw fun options at you that let you know it's okay to stray off the beaten path once and awhile. And we think you'll want to.


Until next week,



Nate,
Glitch, LLC.