Posts Tagged ‘knytt’

Self-Interviewing Devs: Proteus And “Walking Simulators”

By Alice O'Connor on June 28th, 2014.

I've returned to this particular Proteus island many times. But am I simulating walking or exploring or wandering or dreaming or?

I’ve discovered a novel way to conduct interviews: tweet vaguely about something you’re interested in, then wait for two game designers you like and respect to have a chat about it and send you the logs. I carefully laid my bait: “I use ‘walking simulator’ warmly and earnestly. I adore walking around looking at stuff and reflecting. Walking is great! Sim it to the max.”

The trap snared my chums Ed Key and Ricky Haggett. Ed created walking simulator Proteus while Ricky is working on Hohokum, a dicking-about sim for PlayStations which might, with fewer puzzles, be called a walking simulator. Unsuspecting, they discussed Proteus, the ‘genre,’ exploring and wandering, and what a “walking simulator” even is. Afterwards they decided “Just email it to Alice,” rather than blog about the chat themselves. “She can turn it into ‘news,’” they said. Suckers!

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Okay, So Oknytt Is Not Knytt

By Adam Smith on June 13th, 2013.

Knytt is a splendid 2d game of exploration and discovery, in which a tiny creature runs and jumps all over an alien planet. Oknytt is not. So what is it? “Oknytt is a point-and-click adventure game where the player takes the role of a small, seemingly insignificant creature, leading it through a dark world riddled with obstacles to help it find a place to belong. The game takes place in a Norse medieval world and contains a number of beings and areas inspired by Swedish folklore.” Rather than picking things up and using them, the dinky critter has four runes which bring about changes in the environment. Experimenting with their effects in each area is the only way to advance. Look! A video.

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