Keep The Faith: Dreamfall Chapters Interview

Sometimes it takes a while to turn the page. Ragnar Tørnquist announced today that his new company, Red Thread Games, will be developing and publishing Dreamfall Chapters, finally continuing the story that began with The Longest Journey. I wanted to know more about the timing, the return to adventure games and what this means for The Secret World, so I spoke to Ragnar about how far along development has already come, psychological RPGs, storytelling and singleplayer social gaming (not what you might think).

Note: Spoilers for The Longest Journey and Dreamfall. All images are from previous/current games.

RPS: Hello! Dreamfall Chapters is the game but before that, Red Thread is the name of the studio, right? Is it going to operate completely independently?

Tørnquist: Yes, it is. Competely independent of Funcom, but of course we will have a very good working relationship with Funcom and I am remaining with Funcom as creative director on TSW. Although, of course, Joel Bylos has taken over most of my responsibilities. The new studio is completely independent and we’ll be developing, producing and funding Dreamfall Chapters independently of Funcom.

RPS: When you say ‘independently funding’, I recall that we spoke a while ago and you did mention that the Kickstarter explosion had got your attention? Is crowdfunding something you’re still considering?

Tørnquist: Yes it is. We will be doing a Kickstarter. Not right now, but we will be doing it in the near future, simply because although we received a grant from the Norwegian Film Institute, which was announced today, that is only for the preproduction phase. That allows us to get started on a prototype but in order to fully develop Dreamfall Chapters we’re going to need more money and we will be going to Kickstarter.

RPS: In terms of where the game is at the moment – you’ve been working on the writing for some time already, right?

Tørnquist: Yes, since Dreamfall came out we’ve been tinkering with the story, the characters and the setup. We have a document that outlines exactly where the story is going to go, not only in Dreamfall Chapters but beyond that as well.

Now that we’re putting the studio together and a team that story is going to change and adapt. The core storyline, the end goal, will remain the same. I know where all this is going, but the details are going to change as we get more people on the project and everybody contributes.

RPS: The fact that Joel has taken over the main creative role on TSW now highlights the collaborative aspect. When you have the head of a game, especially a writer, there’s a sense of the auteur, particularly when their name is known. People tend to brush over the fact that it’s such a strongly collaborative process, with so many people involved.

Tørnquist: Looking at TSW now, it’s a result of so many peoples’ input. It changed so much over the years and right now everyone on that team knows exactly what that game is, what the universe is, so they can contribute in the best way possible. The balance has been set by a completely collaborative effort.

The same will go for Dreamfall chapters – it will be made by a bunch of really talented people, people who have worked together for a long time. People who respect each other sitting around a table and saying what do we want to communicate with this game, how do we want to make players feel, how are we going to accomplish this?

Everybody is respectful of the story at the foundation of it but we’re open to changing anything we need to change to make the best game possible.

RPS: And do you have that team in place already? Have people known about it for a while and you’ve built a team behind the scenes or are you still recruiting?

Tørnquist: We’re still in the process of getting the team together. This has been a process with Funcom for a while now and while Redthread is independent of Funcom, it’s definitely a collaboration because they own the IP and we’re licensing it. There’s a revenue share model in place so any collaboration we can pull off, we will.

In terms of what that means for the team we’re not taking any Funcom employees…

RPS: That was my next question!

Tørnquist: (laughs) There’s no poaching going on, definitely not! But we are talking to a lot of people. We have a small core team in place and we’re recruiting for the full team at this point. That’s going to take a while, but we’re still in preproduction and we want to keep the team small now. Within the next six months the team will grow, definitely.

RPS: You said it was important to be open to peoples’ input when they join the team, but that it’s in service of the story. Obviously, people have been waiting for the continuation of this story for a long time, but in a broader sense of story being the foundation of the game – that seems to be true of TSW as well and the disconnect between the MMO mechanics and the story has been criticised. Going back to what is presumably going to be a traditional adventure game, do you feel that story is served better by that structure?

Tørnquist: Dreamfall and Longest Journey are built around story – that’s the anchor. You’re learning about the character as you play, not bulding them or evolving them, but discovering them. Everything serves the story. That’s how adventure games work, there’s no secret – you play them to see what happens next.

When you play Dreamfall you’re not developing Zoe’s powers, you’re just unravelling all these plot details as you move through the story, so the adventure is the natural genre for these stories to develop.

Having said that, I’m super-proud of what we’ve established with storytelling in TSW. I think it’s quite groundbreaking.

RPS: TSW feels like an experimentation in storytelling and MMO design, whereas an adventure game doesn’t necessarily have that same scope to experiment with the way a story is told. Is it just a way of telling a good story?

Tørnquist: Yeah, maybe. But having said that, Dreamfall Chapters will do some new and interesting things on the story side as well. We’re toying with some hopefully interesting ideas. It’s going to be an adventure game, it’s a going to be all about the story – there won’t be any twitch combat or button mashing or anything like that.

RPS: What about crate pushing?

Tørnquist: You can’t have a game without pushing crates. We haven’t worked out the crate angle yet. But we’ll definitely be looking to bring in more focus on game mechanics in order to make a game that IS a game and not just a story.

I think were Dreamfall sometimes fell a bit short was in the mechanics. It didn’t really always present a challenge or enough intereaction between the player and the characters. That’s hopefully something we’ll be able to address in Chapters.

RPS: My feeling would be that TLJ didn’t try to introduce new mechanics to adventuring. It was conversation and puzzles.

Tørnquist: I’ve learned a lot in my twenty years making games. TLJ was one of my first games, and it did lean a lot on slightly obscure adventure point and click mechanics at that point. But at least it had a lot of it.

It was in some ways a very mechanical game. It had a lot of adventure mechanics. Dreamfall went away from that quite a bit, and that’s both good and bad. Chapters will hopefully unite the two, have enough of a challenge and enough interesting puzzles and mechanics to keep players engaged, but making sure that the story keeps moving, with momentum and drama.

RPS: I’m assuming you don’t want to give anything about the story away, but is it a direct continuation?

Tørnquist: It will carry straight on. As we’ve acquired the license to do other titles in that universe as well, and while I just want to talk about Chapters now that doesn’t mean that’s the only story.
It carries on basically from the moment Dreamfall ends, continuing and wrapping up the loose threads that we left players with in that game.

RPS: The word ‘chapters’ suggests episodic – or is that for another reason, because it’s part of a bigger story.

Tørnquist: More the latter. The theme of Dreamfall was faith, having faith and losing faith. Almost heavy-handedly illustrated with a character called Faith. The theme in Dreamfall Chapters Is more about the cpahters of life, of life being a story. That’s where the title comes in. It’s also the first chapter of something else in a way though.

RPS: Faith seems to run through a lot of your work. TSW has a lot about belief – everything is real, anything that can be believed. In a tighter story about faith, it can often be about what isn’t possible and what isn’t real. Do you know where you’re heading in terms of the broader sweep?

Tørnquist: Yes. (laughs) In a lot of work I’ve done, faith and belief have been important. There’s always been a spiritual element in my stories and that will continue.

The Longest Journey and Dreamfall are games about storytelling as well though, about being part of a story that may take interesting turns. April thought she was the hero, the protagonist, of her story and at the end it turns out she wasn’t.

RPS: That seems to be another current that runs throuhg a lot of your writing – the idea of the hero. When you look at that in terms of a game where there is a controlled protagonist who may not necessarily be the hero.

Tørnquist: Absolutely and I think that’s something that we’ll continue to pursue. There was April who found her role at the end of the story and wasn’t who she thought she was. Same goes for Zoe who was searching for her role.

Having characters and protagonists who are more human and perhaps more lost than most heroes in games is more interesting and something that we’ll continue in Dreamfall Chapters.

RPS: One of the other things I associate with TLJ and Dreamfall is that they’re quite rare among games in not just having a character with known qualities but concentrating on growth. Even some of the classics are very genre-based, a comedy game or a mystery game, and that sometimes necessitate or at least leads to a certain type of protagonist. Even though TLJ and Dreamfall have strong elements of genre fiction in them, they feel like they’re very much about characters, and the arcs and growth of the character.

Tørnquist: Absolutely and that’s where the ‘journey’ aspect comes in. We’re really underlining that word now. The fact that this is a continuation of that journey, both internal and external. The journey is about travelling through multiple worlds and encountering all of these grand events, but it’s also about a personal journey. Even more, I think, it’s about a personal journey.

And that’s something Dreamfal Chapters will emphasise. We’ll see a lot more of that. Both TLJ and Dreamfall did it, and I think some people felt that maybe Zoe, for example, in Dreamfall didn’t change enough. It took a long while for her to change and that’s something I sort of agree with, although she needed to go through all of those events in order to change.

In Chapters we’re going to see that a lot more. People on the cusp of change and that’s what the Chapters thing is about as well, when you abandon one chapter of life and move on to the next. Everything might change and that’s basically what the game is about.

We’re going to be seeing that through illustrated some familiar characters and some new ones, and we’ll see that point really driven home. That people do change, at least on some levels. To play characters like that is a lot more interesting, I think.

It’s something that roleplaying games do well, because there your characters do change. But they change usually in terms of abilities, they don’t change psychologically. That’s something we’re going to be doing, so you could call this a blend between an adventure game and a psychological RPG. You change and gain new abilities on a psychological level…on a spiritual level.

RPS: Obviously it’s been a while since Dreamfall…how many years?

Tørnquist: It’s six years.

RPS: In terms of the landscape of gaming, or even personally, what has changed? Why now? Is it something you chose to wait for or is it that you are personally and professionally capable of doing now?

Tørnquist: All of the above! It was important for me to get TSW out and to focus entirely on that, and to leave it in capable hands. Even though I’m still very much involved, the creative ownership has been taken over. I’m not putting that behind me but I needed to take a deep breath and jump over to Chapters. I’ve wanted to do it since Dreamfall came out, obviously, to be able to continue it.

Also, I think you’re right, it’s the right time. I think with the way the – ’ll use a boring word – market is going, people are looking toward more meaningful games maybe. Games that aren’t necessarily huge and massive and expensive, games that are more personal, more emotional, more spiritual. Games that have soul.

Also, games that can be independently funded. This is the right time to do that as well, to make a smaller, cheaper game. To do that using crowdfunding and in our case also getting funding from the Norwegian Film Institue, which will help to get us started. It’s time to make exactly the game that we want to make.

It will be the result of a bunch of talented people sitting around a table and saying ‘what do we want to make’ and ‘what do our players and fans want’. This is the time to be completely independent, this is the time to make something that is so personal. Not necessarily super-small but so focused.

We’re going to make a game that is just about being Dreamfall Chapters. It’s not about being a media phenomenon or a huge marketing event or anything like that. It’s a story we want to tell and a game we want to play, and this is definitely the right time to do that, yes.

RPS: Do you have any thoughts on why people might be looking for that kind of game now, particularly the emotional and spiritual aspects? Bearing in mind that TLJ, Dreamfall and others were already that sort of thing, do you think that the industry is maturing. Or do you think it’s related to the time we’re living in?

Tørnquist: I think it’s both. I’m not going to berate the big games. I buy them myself. I just started playing Assassin’s Creed III for example, and that’s probably the prime example of a massive AAA title and there’s nothing wrong with that. But I think people are ready for games that provide something else as well. A good story, interesting characters, new mechanics.

The way distribution models have changed and platforms have changed. There’s so much room now for invention. I think people play and appreciate differently than they did a few years ago. Whether it’s on PC and Mac or mobile platforms, gaming hours are spent very differently, and games have to change as well.

There’s still room for Halo 4, but it’s a very traditional way of sitting on the couch with a controller in your hand. A lot of people don’t necessarily play games like that anymore. What we also found is that Dreamfall and TLJ are games that people played together. They’re not multiplayer but people play them as couples…

RPS: That’s something that I find very interesting. Social gaming that is single player. I grew up passing a controller back and forth with a friend or a sibling. Singleplayer games, but we experienced them together. It’s something that’s much more common spoken of in film. We go to a cinema and watch a film together, almost a community of minds, and talk about it in a bar afterwards. We don’t talk about that aspect of gaming enough.

Tørnquist: You hit the nail on the head. That’s something I’ve been trying to turn into words for the last few months now. Dreamfall Chapters is a game for couples, or any people playing together. Social singleplayer games. You don’t have to actually control the characters on the screen to enjoy participating because it’s the story, the characters, the dialogue, the puzzles. It’s about saying ‘hey, why don’t we look over there’ and not needing to be the one with the mouse and the keyboard to have input. You can come up with suggestions.

A lot of people who played Dreamfall and TSJ did so with parents, or with significant others or with their siblings. They sat there and they might have controlled or just offered suggestions. It’s the pace that allows for that, the story, the room to breathe and room to talk about it. And, yeah, being able to go down to the pub afterwards and talk about your experience. Finding a way to relate it to your own life like you do with a good movie or book. It’s something that’s we want to accomplish and that’s hard to put into a bulletpoint form but that’s what we want to communicate as well. This is a game you can play together.

RPS: Do you think that some of those thoughts tie back into your interest in MMOs? Are you exploring ways that people interact and share a world together?

Tørnquist: Yes. Sharing an experience makes it so much more significant. It’s always the case, when you’re playing a game and you see something wondrous or beautiful, not having someone to share it with diminishes it slightly. Being able to share that, whether with a player on the screen or somebody next to you – any significant event you experience becomes more significant, so much bigger, when it’s shared.

That’s definitely something we want to explore in Chapters. Dreamfall will never be a multiplayer game but it will definitely be a social game in that sense.

RPS: I think a lot of people are going to be happy that you just said ‘Dreamfall will never be a multiplayer game’. You mentioned handheld devices earlier – will Chapters be taking the leap?

Tørnquist: Right now we’re only saying the game will be on PC and Mac. Thjat’s our primary focus and that’s where our core audience is. We’re looking at other options but it’s PC and Mac right now.

RPS: Obviously things are a long way from completion, even the team, but do you have a window when you’ll have more to show?

Tørnquist: We’ll be talking more about the game in the next couple of weeks and then we’ll get down to business and design things. Get moving on preproduction. Sometime early next year we’ll have more to show.

We intend to be extremely open with production. We don’t plan on hiding away and pushing out the occasional screenshot. We want to be completely transparent and open, let people know where we’re at. We’re also not going to be talking about it relentlessly though or there won’t be anything left to talk about after release.

In a couple of weeks we’ll go completely silent and re-emerge early next year with a lot more to show hopefully.

RPS: And in the meantime, TSW continues as it is?

Tørnquist: Yes. I’ll still be contributing a lot to the story side, advising Joel and the team. I’m working on the master story document at the moment, making sure all the threads are coming together and we know where we’re at. I want to make sure the team are as independent as possible but I have no plans to leave. TSW is very dear to me and I plan to stay on as long as possible.

RPS: We’ll catch up you with in a couple of weeks to pry about the details that are released between now and then. Thanks for your time!

A great deal of that conversation is about the ‘why’ and the ‘how’, whether ‘why now’ or ‘how will you fund the game independently’. In a couple of weeks, once a few more details are known, we’ll talk in depth and more specifically about what Chapters is going to be.


  1. AlwaysRight says:

    Shut up and take my at the screen but nothings happenmeme… (I hate memes)

    But seriously, I can’t wait, the longest journey is one of my favourite ever games.

    Edit: this makes me very excited:
    “story – that’s the anchor. You’re learning about the character as you play, not bulding them or evolving them, but discovering them”

  2. MugiMugi says:

    OMG Finally, I knew something good came out from the fall of secret world and his news that he will do smaller projects! And now this ^^ best gaming news this year for me.

    Really really Really cannot wait for this game, my absolut favourite adventure series!

    • skittles says:

      FINALLY! Is definitely the only response this article requires.

  3. Premium User Badge

    Aerothorn says:

    Suck it, doubters. RPS comments have been filled with “this will never happen now, it’s too late.” I never lost faith. No pun intended.

    • mouton says:

      There is neither a guarantee it will actually happen nor that it will be good. Dreamfall taught me as much.

    • Shuck says:

      This is encouraging news, but I wouldn’t go crowing just yet. There are a lot of steps between now and release – for example, they don’t even have funding yet. Remember that games can get canceled or fall into development purgatory anywhere from conception to the point where they’re completely finished. Only when a game is actually released is it a sure thing.

  4. Rauten says:

    “We will be doing a Kickstart”MY WALLET IS READY!!!

  5. nmarebfly says:

    Do I just feed dollar bills into my CD drive or something? I tried throwing money at the screen but it just bounced off.

  6. Mr. Mister says:

    Oh man, I wish my name had an empty set.

  7. KlaxXxon says:

    Dreamfall sequel!!!!! YES !!!!!!!

    Dreamfall was one of the most memorable games I ever played. And it certainly had the most memorable ending.

  8. VelvetFistIronGlove says:

    I have been waiting so long for a continuation of the story of TLJ / Dreamfall. I’m so pleased it’s finally starting to happen!

  9. Oneironaut says:

    Well this is the best news I’ve heard in a long time.

    I haven’t been waiting as long as most people, I only got TLJ and Dreamfall in 2011’s Steam Summer sale, but since then I’ve fallen in love with the characters and the worlds in the games and I can’t wait for more.

  10. Soulstrider says:

    I think Mr Bison can speak for me about this

    • Kaira- says:

      I belive he speaks for all of us, from the depths of our wishes and hopes. Godspeed, Ragnar. Godspeed.

    • Kaffka says:


      You can ask me anytime and I’ll always come to conclusion, that TLJ is THE one favorite game of all time! (Closely followed by Dreamfall)


  11. Lucretious says:

    This seems good. I really hope they make good on moving away from a lot of the gamey stuff; it always felt weird to be solving some obscure puzzle in TLJ with inventory objects, when really all you want to do is explore the world and talk to people. Let the game play out through decisions and conversations, not through the forced interactivity of puzzles and combat (conversations are their own sort of puzzle, I guess).

    I think the power of this is shown in recent Twine games (ala Howling Dogs), where we’re perfectly happy to have a game free of inventory object puzzles, combat, etc and just act in a world. Taking the spirit of this to a non text-based game would be pretty nice.

  12. The Dark One says:

    Knowing that Tørnquist is working on this soothes my soul.

  13. Lambchops says:

    My name is Lambchops and I will be backing this Kickstarter.

  14. Zeewolf says:

    The thought of this finally happening is literally making me laugh with delight.

  15. Vorphalack says:

    ”I think were Dreamfall sometimes fell a bit short was in the mechanics. It didn’t really always present a challenge or enough intereaction between the player and the characters. That’s hopefully something we’ll be able to address in Chapters.”

    I am so glad he said that. Dreamfall was a good story, but the combat was horrendous, the control system was quite clumsy for PC, and the puzzles were mostly notable for their absence. At least they recognise the weaknesses and intend to move back towards the style of the original TLJ. This news has been too long coming, and I will definitely support this kickstarter.

    • Lambchops says:

      Not to mention the stealth sections.

    • deadpan says:

      The real problem with Dreamfall was that the combat and stealth didn’t fit in with the story or the other gameplay. At least solving an adventure item puzzle on your own brings a little feeling of accomplishment; walking slowly around a guard or button mashing a battle just felt like an endless tutorial for a challenge that never appears.

  16. Anders Wrist says:

    Wonderful news!

  17. RakeShark says:

    While I have not played the Dreamfall series, I do know it is a beloved property. It is good you fans are also having your vindication day.

  18. Arglebargle says:

    Glad for the fans of this game series. Hope they do a better job on the interface. I tried one of these (forget which), and couldn’t even walk down an alley without hitting walls or going totally out of control. Sadly, the ability to change the settings to something reasonable for me was missing. Out it went.

    • FataMorganaPseudonym says:


      If you were unable to play TLJ or Dreamfall (there’s only two games in the series so far, so the fact that you can’t remember which one you played is kind of weird) without ramming into walls, then there is either something seriously wrong with your computer or seriously wrong with you. Seriously.

      • Premium User Badge

        gritz says:

        Dreamfall and TLJ each have very different interfaces. TLJ is a standard point and click adventure game and should be trivial to navigate. Dreamfall, otoh, was designed around being played on the XBOX and as such has a very awkward highlight mechanic that can be really disorienting on the PC.

        • Arglebargle says:

          Thanks for that informed commentary. It was so painful to try to navigate, that I quit very early on. No sense playing something, no matter how good it may be, if every moment of it is awkward and irritating. Bad user interface trumps all in my book.

          • Kaffka says:

            Not sure if you’re going to read this comment … :)

            I have to agree that the controls of Dreamfall with Mouse & Keyboard was really … “difficult” … but If you some Day happen to get a hold of a cheap gamepad (eg Logitech Rumblepad) I’d HIGHLY recommend trying this game again, it controls really well with a gamepad and is totally worth the try. ;)

            May the balance guide you…

  19. Buemba says:

    The fact that this will be a Kickstarter worries me. I fear I might end up doing something reckless with my money…

  20. PsychoWedge says:

    Seldom was “Shut up and take my fucking money!” more appropriate then in this case. I backed the shit out of Project Eternity so I really hope they don’t plan to start this for a couple of months. I gotta save up some money first… :D

  21. mouton says:

    Too late for me. While I loved TLJ, I was quite disappointed with Dreamfall and its ridiculous cliffhanger. I might pick up this game if it proves to be good, but I am hardly excited for it.

    • Lambchops says:

      The loose ends were inelegantly shoved down your throat rather than dangled like a tasty juicy morsel, weren’t they? Detracted somewhat from what had been a pretty good climax (as far as game endings go) but despite its flaws I still really enjoyed Dreamfall and am really looking forward to the series continuing.

    • AIAndy says:

      The worst thing about the cliffhanger was that they knew that they would not work on a sequel for years. It destroyed an otherwise very well presented story.
      Still, I am very happy to see that we will finally see this continued.

  22. Crimsoneer says:

    How can you have “open development” with a Longest Journey game? Massive spoilers, no?

    Also, I’m shocked John Walker didn’t cover this :P

  23. Arcadia says:

    I never really liked the Idea of crowdfunding something. As someone with little money, spending it one, two, maybe three years in advance doesn’t feel like a good Idea. Mr Tørnquist, however, got me.

  24. Discopanda says:

    Ragnar Tornquist started a new company? And he’s making Dreamfall Chapters?! I didn’t know any of that stuff before, but now I do. I’m excited! HELPFUL COMMENT!

  25. Dreforian says:

    I remember playing Myst with my dad, which was good because I didn’t have a musical mind at all (we were otherwise evenly matched in Myst skills).
    I don’t know why I picked up Dreamfall and its eleventy million discs, but I know I will be snapping up Chapters to continue the madness! I’ve thought about grabbing TLJ on GOG but I’m not sure it has endured the test of time. I want the bigger picture but I may have to just read up on it before Chapters.

    • AlwaysRight says:

      It really does stand the test of time because the story and characters are timeless.

      Trust me, I bought it again on GOG two earth years ago.

    • Lambchops says:

      TLJ still stands up for me. Like Dreamfall it has its flaws but slightly different ones. Namely it’s perhaps a touch overlong and could maybe have done with a little trimming by showing a bit more than relying on exposition through dialogue and some of the puzzles are of the “what the blazes is going on here” tedious adventure game moon logic variety, Apart from that AlwaysRight certainly doesn’t prove to be wrong in this case, the game’s strength is in its story and characters and these will always be brilliant.

  26. Crescend says:

    YES! I didn’t even read the whole thing yet but this’s the best news I’ve heard all year.

  27. arioch says:

    Hurry up and take my money omg!

    Simply cannot wait.

  28. tehfish says:

    *squeeeeeeeee!* *flailing arms* :D

    Been waiting for this news for years :)

  29. Xardas Kane says:


    6 years. SIX FUCKING years of waiting, sweet lord it’s about time!

    • brulleks says:

      Well, this post has pretty much rendered everything I was going to say moot.

      I might still add ‘woohoo’.

  30. dsch says:


  31. circadianwolf says:

    “Almost heavy-handedly illustrated with a character called Faith”


    Still love both games though. TLJ’s ending remains devastating after all these years. I really didn’t think we’d ever see a continuation.

    Although–the explanation for Chapters is complete bs, isn’t it? Years ago when Ragnar was talking about Chapters, he did say it was because it was intended to be episodic, didn’t he? I don’t understand why they don’t just change the name if that’s no longer the case.

    Also, I’m not sure I like the idea of more games beyond Chapters. How many opportunities does he really think he’s going to get to finish this story?

    • qrter says:

      That made me laugh, too.

      Oh go on, Ragnar, you’ve conceded so much already, make that final little step – calling her Faith was heavyhanded, but then he seems to be heavyhanded in his storytelling generally, I think.

    • somnolentsurfer says:

      Yeah, the Norwegian film council funding isn’t new news either. Funcom announced it years ago, probably while Ragnar was still blogging about TSW in cryptic “my new project” terms.

  32. TwoToes says:

    fucking awesome.

    *didn’t read the article – headline was enough.*

  33. Hicks233 says:

    This is great news to hear. Had a great time with Dreamfall so a direct continuance sounds great! Just please a gog/drm free release : )

    Look forward to seeing the fundraising campaign start.

    Lykke til!

  34. Innsewerants says:

    Best news I heard in months. I love The Longest Journey and it’s sequel Dreamfall – The Longest Journey. They rank amongst the best storywise and most atmospheric adventures of all time imho (and I’ve been playing adventures since monkey island, zak mccracken etc way back on the Amiga 500)
    Don’t get me wrong but I’m glad Ragnar’s finally “done” with the work on secret world and will get back to tlj/dreamfall again. I can’t wait!!!

    Also, Still waiting for a robotics company and ragnar to team up and build Watilla’s (with some actual useful functionality not some lame wifi toy) :)

  35. Jstn says:

    Any word on the iOS port of The Longest Journey?

  36. derella says:

    The idea of Ragnar having his own independent studio makes me giddy! I love Dreamfall and TLJ and can’t wait to finally get some closure on the 6 year cliff hanger(I can dream, right?)… but I’m equally excited to see where he goes afterwards!

  37. Brainkite says:

    awsome, I’m in love with Dreamfall eversince I played it, that’s awsome news.

  38. Shaun2406 says:

    And to I just finished replaying Dreamfall a few days ago and got all upset about the fact that the story was never going to be continued again (cliffhangers aside though, I think its an amazing ending).

    I have a very silly grin on my face that I can’t seem to get rid of! Though, as others have mentioned here, I’m still really broke from the Project Eternity kickstarter so I hope I have a chance for my wallet to recover before they run thier kickstarter. Cause I plan to throw a LOT of money thier way!

  39. liquidsoap89 says:

    Is it safe for a person who has only played though TLJ (but not #2) to read this? I intend on starting it soon now that this has been announced; so am I better off just walking away, or can I increase my excitement by reading this?

    • charmed23 says:

      to liquidsoap89: no it is NOT safe. you HAVE to play Dreamfall. It is an essential piece to the story.

    • Revisor says:

      There are spoilers for both TLJ and Dreamfall.
      Go play Dreamfall now, sir (or madam?)!

      You can buy it on GOG
      link to

  40. nunka says:

    Dreamfall kickstarter? Shut the hell up and take all of my money. All of it. Right now.

  41. charmed23 says:

    played TLJ in 7th grade, loved Dreamfall in 9th grade, got the Balance tattoo in college sophomore.
    now this effing HEAVENLY news.
    I hope they will release by 2014 when I graduate from college!

  42. tourgis says:

    “… they’re quite rare among games in not just having a character with known qualities but concentrating on growth.”

    I’m really happy to hear this news but please RPS (and Ragnar) can you stay away from this compulsion with ‘growth’? A character might ‘change’, ‘develop’ and, best of all, ‘deepen’ – but when characters start ‘growing’ (and we’re talking about adults here) they collude with modern society’s biggest problem. Unchecked growth leads to all the terrible problems we have today of titanism (e.g. globalisation, the Markets) so once again: no growth please.

    Otherwise, here’s my money.

    • Premium User Badge

      Ninja Dodo says:

      Um. Economic growth and character growth are not the same thing.

      • tourgis says:

        Actually they are very similar. The obsession with economic growth plays out as an obsession with personal growth. Both are fantasies.

  43. Premium User Badge

    Ninja Dodo says:

    I’m glad they’re finally going to tie up the loose ends left by Dreamfall. I really liked the world they created and always wished they’d let you explore it more interactively.

  44. somnolentsurfer says:

    How did I miss this story yesterday? Amazing news. The history of this series means I have all kinds of doubts and questions about the project, but so excited that it’s happening. I’d basically lost Faith. Two of my favourite games that I’ll probably replay every couple of years as long as technology permits. On the subject of which, it’s been mentioned already, but any news on the TLJ iOS port?

  45. Gittun says:

    I don’t check my rss feed for 1 day and I miss news I’ve literally been waiting 5+ years for, so typical…

    Still, Yes, so much Yes. I will kickstart the hell out of this if they decide to do one, anything to get Tornquist back to writing this style of games.

  46. Spoon Of Doom says:

    I somehow missed this news and only stumbled over it now. I still can’t quite believe it. I am somewhat happy, and I know I should be ecstatic, but somehow the fact that this is happening is a fact that my brain is not quite willing to believe.

    I was one of those people who, after years of hoping and waiting, finally gave in and made comments to the effect that a Dreamfall/TLJ sequel will just not happen. It was only at some point during the wave of interviews leading up to The Secret World that I accepted that I would just have to live with one of the worst cliffhanger endings in gaming history.
    And now this.

    I’ve been waiting so long for this. I just hope this doesn’t fail and get cancelled somewhere along the way.