![]() I've known from the outset that safety design would be important for this game given the potentially intense subject material. Can you talk about what you’ve built to support that in Broken? You emphasize your use of safety and comfort tools in your preview materials. Imagine a game that recreates the experience of going through a break-up with the catharsis of smashing objects while telling a beautiful story along the way and you have Broken. Broken is an emotionally deep game that explores themes of memory, identity, loss, empathy-building, hope, and healing. But while the tragic conclusion is inevitable, there is potential for healing and self-discovery along the way. In Broken the relationship will always end. ![]() And over ten scenes, you will also break ten, real life, physical objects. Create two characters in a relationship and over the course of ten scenes, you will explore the ways in which the things you loved about each other crack until everything about your relationship is broken. ![]() Broken is an RPG of tragic romance for two players about broken objects and broken hearts. ![]()
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