Lin Boyu is an indie developer in China. Before To the Absurd Life, an ambitious survival project in the style of Don’t Starve with a biopunk theme, he and his team developed puzzle games for iOS, which often successfully won Apple recommendations.
Last weeks Ceasia held a Game Show for Sonkwos 5th anniversary, and this is the report of it.
In this interview, we go through some of the issues in the translation of Chinese RPG into English/European languages and their reception in the West.
How to tell a story using interaction and art? This Ustwo Games interview will tell you.
The uncanny valley happens because there are differences between expectation and experience. We can find such dissonance in other areas. For this article, the dissonance lies between graphics and game mechanisms, which I’m calling ludographic dissonance.
How would the experience of playing local multiplayer games online affect them, mechanically, socially, or otherwise? What about physical proximity is important to the way local multiplayer games are played? How might the design decisions have been influenced by local play?
We knew Robin at Game Hub Jam. He learns Game Writing at University of Skövde and acted as narrative designer for two teams there. Our developers quite admired his professional skill which caught my interests.
We are delightful to see China is not lagging behind too far this time. We have the most players, we've formed our own game culture, we've finished basic technology accumulation. And now it's time to make our voices heard.