Q. What is the creative process behind your boss fights?
A. First and foremost, it is all about invoking a certain sense of emotion, such as claustrophobia or sheer fear. It is also a chance for us to show you the different locations within Prodigium and the dangers they are littered with. Creatively playing around with established mechanics and introducing small, newer ones is also something that motivates us. Honestly, our systems and mechanics library have been built in such a way that they can be mixed and matched with a rather beautiful potential. We look forward to maximizing the potential with each and every update. And of course we are also huge fans of pop culture themes, so if we are given the chance to do Fifth Element memes, we will!
Q. How does the team feel working in an explicit project such as Subverse? How's the culture?
A. Culturally the core team responsible for animation and creative direction has been working together from StudioFow days. While we have added new personalities and talent to the team to allow us to deliver Subverse, we kept our healthy attitude for making sure we always deliver for the fans.
Explicit content means that we have to take a different approach to some business processes, like recruitment and marketing as conventional means and channels are frequently not open to engagement with an adult themed title. This means we rely heavily on the goodwill of the fanbase and the StudioFow fans who continue to support our creations. One example of the curious ways things can be dramatic, was our US trademark application which triggered a storm with US online commentator Tim Pool! Subverse is now trademarked in the US, our biggest market.
Q. Why revamp the progression system?
A. We feel that something more streamlined will not only birth a far more rewarding experience but also allow players to embrace their preferred playstyle (Waifu). Furthermore, it will also allow the team to work more efficiently on the progression system.
Q. Will the DEVA form offer more?
A. We are looking into expanding the powerplay playstyle the DEVA form offers, whilst remaining within scope, of course.
Q、 你老板打架背后的创意过程是什么?
A、 首先也是最重要的是,这一切都是为了唤起某种情感,比如幽闭恐惧症或纯粹的恐惧。这也是一个机会,让我们向您展示Prodigium内的不同位置以及它们所面临的危险。创造性地玩弄已有的机制并引入新的小机制也是我们的动力。老实说,我们的系统和力学库是以这样一种方式构建的,它们可以混合和匹配,具有相当漂亮的潜力。我们期待每一次更新都能最大限度地发挥潜力。当然,我们也是流行文化主题的超级粉丝,所以如果我们有机会制作第五元素模因,我们会的!
Q、 团队在Subversise这样的显式项目中工作感觉如何?文化怎么样?
A、 从文化上讲,负责动画和创意指导的核心团队从StudioFow开始就一直在一起工作。虽然我们为球队增添了新的个性和天赋,使我们能够交付Subversise,但我们保持了健康的态度,以确保始终为球迷交付。
明确的内容意味着我们必须对一些业务流程采取不同的方法,如招聘和营销,因为传统的方式和渠道通常不允许使用成人主题的标题。这意味着我们在很大程度上依赖粉丝群和StudioFow粉丝的善意,他们继续支持我们的创作。我们的美国商标申请引发了美国在线评论员蒂姆·普尔(Tim Pool)!Subversise现在在我们最大的市场美国注册商标。
Q、 为什么要修改升级系统?
A、 我们认为,更为精简的游戏不仅会带来更为丰厚的体验,还可以让玩家拥抱自己喜欢的游戏风格(外福)。此外,它还将使团队能够更有效地在进度系统上工作。
Q、 天神形态会提供更多吗?
A、 当然,我们正在考虑扩大天神形态提供的powerplay游戏风格,同时保持在范围内。