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#I find it ESPECIALLY interesting that they didn't intend for folks to replay it for more endings
revenantghost · 1 year
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Waypoint: Much of SIGNALIS is about ambiguity. It's hard to tell what did or didn't actually happen, but much of it feels emotionally real. It gives the game weight. When crafting the story and the journey these characters go on, did you start with specifics and work backwards, or has the hazy ambiguity always been there?
Yuri: SIGNALIS went through many iterations. I always felt a strong urge for the story to have a dream-like quality, but often felt things ended up feeling a little too banal, so I'd reflect on what my dreams feel like and applied that to the way we told the story.
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Waypoint: Yuri, you recently had a tweet thread about the game's endings, and how people are responding to them. Specifically, that some are interpreting some endings as "good" or "bad" when the intention was more ambiguous. Can you talk about the design process for coming up with the game's endings, and how players achieve each one? Were you prepared for players to be confused?
Yuri: It might have been phrased poorly, but my tweet was really only meant to be an observation on the dynamic of telling first-time players how to feel about their ending. We were always aware that a lot of people would grade the endings on a classic good-bad scale, so we tried to balance the presentation of each story outcome a little based on this expectation, but I think we might have overdone it a little in some cases.
Barbara: Endings are determined based on the players’ overall playstyle. It was not our intention that players replay the game to try to get another ending. Rather, we wanted for each player to get an ending that fits their playstyle.
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