Cultivating the Past, Creating the Future
Stormland is both a synthesis hard-won VR game design lessons that came before it, and an expression of what the developers of the game themselves wanted to see in VR.
“You need to have a game design that simultaneously answers the question ‘why VR?’ but also goes beyond VR-specific elements to create a design that stands on its own and doesn’t feel like a gimmick,” Daly said.
“We are trying to push everything we know about VR into Stormland,” Moore added. “It’s a culmination of lessons from our years of experience as VR developers and players. Stormland wouldn’t exist if we hadn’t made Edge of Nowhere, Feral Rites, and The Unspoken, and without learning from the amazing content the VR community has been creating over the years. I see it as a rich evolution of many different experiments in VR.”
“The world of Stormland is vast and multi-layered, begging to be explored. We made this game as open and free as we could and we don’t hold your hand—each [region] of Stormland offers a unique biome for the player to explore. It’s full of beautiful and dangerous things to find, and you get to discover them however you choose,” Moore said. “Stormland isn’t meant to be consumed quickly—it’s a game that we want players to come back to for some time. Stormland is an experience you want to sink into over and over because it feels open and easy to explore […].”
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More from this series:
A few more pieces worth seeing that we didn’t have room for: