"Wiring Doubt" is a suspense reasoning game. Players will play the new leader of the FDI of the mysterious organization. The responsibility is to use the database in your computer to help government agents who handle the case through the phone.Investigate the information they need.
It can be seen that the game interface is FDIThe computer screens faced by the neighborhoods, with various operations, players are like participating in the story with the computer in front of their eyes, plus the right sound effects and soundtracks, full of immersion.
This is a type of gameplay that is becoming more and more popular in recent years. It is called "database game" in China.It has obtained a good reputation and sales; abroad has not yet formed a special statement. Bastien, the producer of "Wiring Doubt", calls it "interface game".
The process of playing "Wiring Doubt" is like participating in a suspense crime movie (with some science fiction and political thriller). In fact, the atmosphere in the game also alsoIt is easy to remind people of some classic American dramas, such as "X Archives", "Edge of Crisis", "24 Hours" and so on.From this point of view, the translation of the game and the Chinese dubbing are also very good.
On the basis of this gameplay, the puzzle solution and reversal plot in "Wiring Doubt", also known asIt is exciting -the unique experience that is done in one go may indeed only play in person to feel.
Bastien Giafferi, the producer of "Wiring Suspected Cloud", worked in Digixart and participated in "Highway 96" and "11-11 Memories RETOLD"The development of the two games is also a highly praised narrative game.
After the completion of "Highway 96", Bastien decided to create his own ideal game alone and revisit the NO "X.During the Archives, the main creativity of "Wiring Doubt" was produced. In addition, he also learned a lot of inspiration from games such as "The Return of Oberdin", "Her Story" and "Reversal referee" series.
Of course it is not easy to complete such a game by single player. Bastien also shared the story in this experience with us, and for this categoryThe idea of the future development of the game.
The following is the interview, which may contain some spoilers, which is more suitable for reading after playing games.In addition, "Wiring Doubt" also launched a promotion bundling bag with "True Tan" and "Public Enemies of the whole network", which is very suitable for players who are interested in such games. Click "Reading the original text" at the end of the article to jump to jump to jump to jumpTo the Steam page of the game.
Q: You mentioned that "Wiring Doubt" is mainly developed by you for three years. What is this process?What is the biggest difficulty encountered?
A: Well, it is really not easy, but it can finally develop the game I dream of, all of which are worth it.The biggest difficulty is to raise enough funds to complete the game, which is also the most stressful part.Sometimes I have difficulty maintaining motivation, but the live development process does help me in this regard.I continued to broadcast the development process of "Wiring Doubt" from one and a half years.
Q: The narrative of "Wiring Doubt" has achieved a delicate balance between science fiction and reality, combining conspiracy theory and conspiracy theory andPolitical thriller elements are easily reminiscent of "X File".In your opinion, is "Wiring Doubt" a science fiction game?Have you ever considered making the story a more fantasy direction, such as the true alien elements involved?
A: I will describe it as a science fiction thriller game.I intend to avoid adding any fantasy elements in the game.Because my goal is to create a game full of mysteries and seemingly impossible situations, I think these plots are not suitable for putting in a more fantasy universe.Of course, doing that will make the plot better, but it will cause players to hardly use the common sense in reality to put together all clues.
Q: Players have high evaluation of the retro style UI in the game. Can you share the design process and inspiration behind it?
A: Of course.起初,我通过收集我喜欢的颜色和小组件来确定整体艺术方向;从这里开始,我不断迭代;根据特定谜题所需的信息或功能,我会创建一个包含基本元素的原型;然后,我It will take some time to add details that can enhance the atmosphere (such as the design in the chemical analyzer), even if they are not directly related to the current puzzle; in the end, I will polish the UI to ensure that it is consistent with the other parts of the game, and it will be consistent with the other parts of the game, and it will be consistent with the other parts of the game, and it will be consistent with the other parts of the game, and it will be consistent with the other parts of the game.Always use the same parts.
Q: Is there a realistic basis for the bomb demolition tutorial provided in the game?How reliable is it?
A: Haha, no!Maybe you randomly cut a wire to successfully remove the bomb!(However, dont do this.)
Q: Is there only one ending at the current game?Are there some eggs or secrets that players have not found in the game?
A: The game has only one ending.The different choices of players will bring some small changes, but they are very subtle. I dont think they are different endings.Honestly, players have discovered a lot of things -even some developers functions and annotations that should not be seen.
Q: There are also a few similar games in China that are similar to "Wiring Storm" gameplay, such as "True Detective" and "Public Enemies in the whole network", which is very popular.What do you think is the core fun of such games?
A: I think the main attractiveness is that the narrative of these games is very strong.The game is a computer screen. Players play the game through the computer screen ... This can bring a strong immersion.I think the fantasy of this type of game is also very strong.
Q: What do you think of the development space of this type of game?Is there any idea that you have not been able to achieve it in "Wiring Doubt"?
A: I believe that the interface game will continue to develop.This type of market is currently not crowded, and players have high demand.As for the thoughts that have not been used in "Wiring Doubt", there are really many!In fact, I think the idea of unused is more than actual.Because the budget is very limited, many concepts cannot be realized at all in the first game.
Q: So is it sufficient to support the development of sequel according to the current sales of the game?
A: It is difficult to say.If you can maintain the current sales momentum, it may be sufficient.Even if I need additional investment, with the first success, it should be easier to raise.But when I come back, if I want to promote the sequel I want, the budget will be much higher than the first part.
Q: The game has a achievement called "behind -the -scenes personnel", and comment "You have seen the list of producers, more complicated than you think, right!"Very interesting.So as a single -player game, why are there so many people on the list of producers?And why do you set up such a achievement?
A: In fact, this achievement is mainly to ARG (invading virtual reality game behind) The hint, the player community has discovered this egg.
On the other hand, although most of the games are independently developed, there are still many contributors that give me a lot of help, so I want to ensure that all contributions to the game contribute to the gamePeople all appear in the ending subtitles -including sound design, music, dubbing actors, marketing teams, Chinese publishers, communities and test players, etc., the number of people becomes more!