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In the Broken Curse Studios office is a cultural activist under the pseudonym Schizophrenia. Schizophrenia asked aesthetic and technical questions about the development progress of the psychedelic novel /death/lor/ation/ - and we share her input on the game's release day.

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In the Broken Curse Studios office is a cultural activist under the pseudonym Schizophrenia.

Schizophrenia asked aesthetic and technical questions about the development progress of the psychedelic novel /death/lor/ation/ - and we share her input on the game's release day.

d3 1

Q:
Hello, Senior Gamedesigner.Your game is being released today. I am happy to ask a few questions - to familiarise players with you and your project.

A:
Let's go.

~

Q:
Tell us about the gameplay and your task as a game designer in /death/lor/ation/.

A:
We focus on the hidden narrative.
The game leads the player through the schizophrenic mise-en-scene of the bardo of nightmares - and - if we go in for the long haul - you'll be left in the dark.
The aim of the gamedesign in this novel is to recreate the experience of death - there rules are different from the canons of linear fps: your enemy is you - and he is already dead - now what?

~
​​​​​​​
Q:
A rebirth simulator?
A:
Yes.

~

Q:
Tell us about the game's narrative

A:
Our structure is like a DNA spiral: We follow a stream of interconnected visions - and the lore blocks are fed in parallel - a pattern of hidden narrative.
That is - each micro-branch contains only a part of the bigger picture.
The solution to travelling through the twists and turns of creation: go through them all - and find the secrets.

~

Q:
There are many systems in the science of storytelling. What do you use for - as told earlier - immersive storytelling?

A:
The Bardo system is a pure mechanism of the psyche: you are floating in the bliss of the Source of the River of Ecstasy and you crash face-first into the granite of the shore: you don't remember anything, but your body does.
Much of human nature is grinding: we are far from the original processes - and we do little to support ourselves. A life of exhaustion is good - because there is no strength to resist one's essence.
Our game tells about the process of uniting with your psychic power - with emphasis on impressions of life and ideas about it.

~

Q:
How do you compensate for the minimalism of tools in development?

A:
In this game I tell the near-death experience, the sacred and sacred - what I gather from the fragments of my own life. No compensation - but the tool of logic and the canvas of a non-Euclidean sequencer.


~

Q:
You are very meditative. Doesn't the cold view of things prevent you from living?

A:
You know - it turns life into an archive of meanings.

~

Q:
You've written novels, plays and screenplays before. Do you feel a distance from your former self?

A:
Distancing?
More like enjoying a new arrangement.
Forging the katana of thought is a fascinating craft.
Sometimes it takes your whole life - and more - the interestingness starts about immediately.

The game /death/lor/ation/ complements the lore of my literary universe.
I have a book in new-age simulacra - about a girl named Nekta - enthusiastic about learning about worldwalkers.
The path to self-knowledge has a surprise in store for her - and her personal achievement will be to extract bits of consciousness from the forging of nightmares - that are dissolved by the will of the Mysterious Protector.

bert7

Q:
Is she the hero of your story?

A:
She is.
The player will get to know Nekta - through the cognitives of her nightmares.
And will be able to help.
Or destroy.

~

Q:
What advantages of the interactive format do you take advantage of in storytelling?

A:
Our game tells - Nekta's personal bardo cycle - to Awakening.

~

Q:
How much of Nekta is you?

A:
She's lucky in what = what I'm not lucky in. I am fortunate in what = in what she is not fortunate.
Literary yin-yang - with the adjustment that Nekta's adventure took place years apart.
She prepared me - for something sacred - which was the artistic content of the game.

~

Q:
I'm intrigued. How long will it take me - to get ‘platinum’ in learning your story?

A:
There is more content in the game - than can be found on the first and fifth playthrough - in this we have tried.

~

Q:
Thank you for the initiat into the philosophy of your game, Savelius.

A:
Thank you for an audience in our sanctuary, Schizophrenia.

Check designed devlog:

Behance.net

2edFon2

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