Hey Tom, I'm a big fan of the first Talos Principle, and I'm currently finishing my third playthrough to prepare for the release tomorrow! If you don't mind, there are three major topics I would like to hear your answers to:
In The Talos Principle, there are three major "periods" that the player can explore: Ancient Greece, Ancient Egypt, and Medieval/Gothic. Each of them has logs within the computers to contextualize some of the mythology, philosophy, and religion for that specific period of human history. All of them provide the player with information and questions that fit thematically with some of the game's messages. How was the process in early development to select these specific periods? Were there any other cultures that you and the team considered for the game, or can it be said that in a way, all of them have specific nuances that correlate with the game, and these three were simply the most popular ones?
This one, I guess you've heard a lot in the past few months and will continue to hear more in the future, but what do you think of the current impact of artificial intelligence on your society and its future? I remember Hideo Kojima saying in an interview that Covid-19 had a major impact on the narrative of Death Stranding 2, and he had to rewrite multiple things. Did these developments in AI have any effect on the narrative of The Talos Principle 2 as well?
Now, a question about general narrative development and storytelling. I would say that The Talos Principle is a game with a very open story structure. The player can immerse themselves in gameplay without caring for the story, and even if they get all of the files and logs, there's a chance that all of it will go over their heads. Finally, all of the themes of the game and even some endings are open to interpretation, so there are multiple scenarios impacting the player's experience of the story. How does the narrative design work for these open stories in contrast to a more linear and objective one? How can you weigh the pros and cons of this open structure within a game, so that the story isn't completely vague but also not bombarding the player with information all the time?
Thanks for your time, Tom. I can't wait to play The Talos Principle 2 and hope that the game succeeds even more than the first one!
PedroNether2 karma
Hey Tom, I'm a big fan of the first Talos Principle, and I'm currently finishing my third playthrough to prepare for the release tomorrow! If you don't mind, there are three major topics I would like to hear your answers to:
In The Talos Principle, there are three major "periods" that the player can explore: Ancient Greece, Ancient Egypt, and Medieval/Gothic. Each of them has logs within the computers to contextualize some of the mythology, philosophy, and religion for that specific period of human history. All of them provide the player with information and questions that fit thematically with some of the game's messages. How was the process in early development to select these specific periods? Were there any other cultures that you and the team considered for the game, or can it be said that in a way, all of them have specific nuances that correlate with the game, and these three were simply the most popular ones?
This one, I guess you've heard a lot in the past few months and will continue to hear more in the future, but what do you think of the current impact of artificial intelligence on your society and its future? I remember Hideo Kojima saying in an interview that Covid-19 had a major impact on the narrative of Death Stranding 2, and he had to rewrite multiple things. Did these developments in AI have any effect on the narrative of The Talos Principle 2 as well?
Now, a question about general narrative development and storytelling. I would say that The Talos Principle is a game with a very open story structure. The player can immerse themselves in gameplay without caring for the story, and even if they get all of the files and logs, there's a chance that all of it will go over their heads. Finally, all of the themes of the game and even some endings are open to interpretation, so there are multiple scenarios impacting the player's experience of the story. How does the narrative design work for these open stories in contrast to a more linear and objective one? How can you weigh the pros and cons of this open structure within a game, so that the story isn't completely vague but also not bombarding the player with information all the time?
Thanks for your time, Tom. I can't wait to play The Talos Principle 2 and hope that the game succeeds even more than the first one!
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