That said, even though a lot of narrative elements had to be implied indirectly, we were still blown away by just how much players seemed to connect with the characters and the world, in ways we couldn’t have predicted. We were able to begin exploring some of these ideas with the Alto games, but were limited in how directly we could tell a more traditional story, simply due to the procedural nature of the games. It’s also about the kinds of stories we want to tell - stories that are ultimately about ordinary people, often with a humble way of life and a strong connection to the landscape around them. Even if what we’re depicting is quite minimal, we still want the player to feel like it belongs to something much larger a nuanced world that exists beyond the edge of the screen and stays with you long after you’ve put the game down. For us, the idea of “folk games” speaks to a kind of groundedness in the things we make an earthy, honest quality that evokes a strong sense of time and place.
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