So I’d say it’s the dice and the way everything revolves around them that is the basis from which the story and gameplay derive. All this was not only interesting for the storytelling and the various game themes, but also posed a fundamental question: “What will be the gameplay of this game?”.Īnd, as you well know, we really had to create iconic gameplay, given the importance of playing dice in the gameplay of a video game. It appeared to us as if we had drawn it somewhere: it happened that Klaus Lyngeled (the founder of Zoink) drew just at that moment a dice with two legs, two arms and a small eye. Well…the idea of the game, the world and everything else literally “exploded” when we thought about including the dice in the world we were building. What do you think are the distinctive features of this project and what do you think differentiates it from the crowd? Olov Redmalm: In my opinion this game is a perfectly successful project in all its facets! It’s like: “Oh, it’s my turn I get to roll the dice, I get to pull a card or play a trap” and then see what like the sense of it, being your turn to really make a difference in the game but taking that to real time what’s the challenge and the goal. We asked ourselves what is so funny about board games and why? Why is this whole world revolving around craps and board games? So we asked ourselves what is really funny about all of this and how we could have put all this into action in real time. But we wanted to create something different … a kind of real-time action. You know, I personally take inspiration from games like Baldur’s Gate, Mass Effect or Dragon Age, which have this kind of gameplay. We’ve always made narrative driven games and hard driven games, but this time we really wanted to take the gameplay loop to the next level and even that it’s been a quite difficult loop to pitch and explain…I mean, it really boils down to some kind of western RPG combat system, but in a lighter version. All of this was obviously very challenging… Even and Dicey – Lost in Random You get to know a fighting game cycle that could be expanded and built, balance, combat and progression. One of the most important things is that the players would connect to the characters in the story, but also of course the game loop (which was a big challenge for us). It was just great, both in terms of the feedback and the fact that people understood the story and the characters. I remember when the first reviews hit and the first response and like when we first, you know, it’s always so much tension, in our case the morning, when the game was released and I really started to pour in and we were all just so happy, screaming and jumping. What has been the gamer’s feedback towards this project?Īre you satisfied about the feedback of gamers? Olov Redmalm: My first question for you is that: Lost In Random was officially released in september 10 2021. So that was kind of my first experience, then Flipping Death as well with story and Ghost Giant was instead my first game direction and art direction. When I joined I was an intern back then, so I worked on the playable cinematics and I did some storyboards and wrote some story as well as like, you know, the petroglyphs or hieroglyphs that you find around the environment. ![]() You worked on Lost In Random but also on other Zoink projects like Fe, Flipping Death and Ghost Giant. Today I have the pleasure and the honor of hosting Olov Redmalm, Game director, Co-Creator and Writer of Lost In Random, welcome Olov. Hi everyone, welcome back to Indie Games Devel. ![]() Olov is also the voice actor of some important characters in Lost in Random including Dicey, Royam and the Fourman. ![]() ![]() It’s a Swedish team already known in the video game world for the development of Fe, Flipping Death and other interesting projects. We’re glad to introduce you our interview to Olov Redmalm: Game Director, Co-Creator and Writer of Lost In Random, the new successful video game from Zoink Games, released on September 10 2021.
0 Comments
Leave a Reply. |