2019-05-01+Official+PlayStation+Magazine+-+UK+Edition

(singke) #1
073

THE SINKING CITY


WITNESS


INTERROGATION
We press Frogwares CEO Wael Amr
for hard-hitting information on how
to go about making a Lovecraftian
detective game as ambitious as
The Sinking City

“WE MADE MAPS OF


OAKMONT DEVELOPING


THROUGH TIME.”


F


rogwares has an impressive
track record, but what the
studio is doing in The Sinking
City is more ambitious than
anything it’s done to date.
We sit down with CEO Wael
Amr to discuss what it took to create
Frogwares’ first open world adventure,
and how Lovecraft’s mythos differs
from the world of Sherlock Holmes.

OPM: In Sherlock Holmes: The Devil’s
Daughter you experimented with more
open areas, but making a full city
is something else. How did you
accomplish that?
Wael Amr: The first thing that we
had to do was to completely reformat
the way that the team was working,
change the full organisation of the team,
change the experiences, and the way
we were working without growing the
team actually. And that was a base to
be able to create an open city game.
I think in Devil’s Daughter we had
around 800 metres of streets altogether.
In The Sinking City, in Oakmont, we
have something like 27 kilometres.
So, in order to do 800 meters versus
27,000 without growing the number of
resources we had to change everything,
and that was a necessary step in order to
bring investigations to the open city.

OPM: Can you tell us about the city
building tool you used to make Oakmont?
WA: We created a city editor, which
was rather prominent because we used
it, for example, to create Istanbul in
eight hours [at a tech showcase in late
2018] – we use it to create very fast,
large environments, and we had a lot of
requests from architecture
companies and other
studios to have a look at
the tool. But we also
made a character editor,
we also made a narration
editor to help us very
quickly prototype and create
new cases.

OPM: Oakmont feels like a city with real
history. How did you get that level of
subtlety architecturally?
WA: City creation, the lore, the world

building is what gives you this part.
In parallel with studying architecture
and urbanism we created some
worldbuilding. We made the story of

Oakmont starting from a million years
ago, up to today [the 1920s]. And then
we invented the history of Oakmont
and men starting, you know, 2,000 years
ago – starting in the 18th century with
the settlers arriving. In development we

even made maps of Oakmont developing
through time in order to understand
how the city would have grown from the
settlers or even from a Viking
settlement, admitting that the Vikings
arrived in the US before Christopher
Columbus – up to today 1920s,
railroads, organised urban planning.

OPM: Considering Lovecraft has some
sketchy views regarding race relations,
it’s nice to see some of the “monstrous”
elements in his works humanised a little.
Is this something you did consciously?
WA: I’m sure you know Ukraine [where
Frogwares is based] has been having a
war for five years. We’ve a lot of IDP


  • internally displaced people, over a
    million people. So it’s something that we
    see very closely, and of course there is
    the Syrian migrants and Mediterranean
    migrants situation, and what is the
    reaction of people that are in power
    and in control in different countries.
    And yes, we believe that it actually
    makes sense that even when the planet
    is threatened [laughs] people still
    waste their time on trifles like “are we
    belonging?” or “should we be together?”


OPM: Why did you decide to work on a
Lovecraft game after doing so many
based on Sherlock Holmes? What can
you do in this new fictional world that
you couldn’t before?
WA: There’s a major difference between
both universes. Sherlock Holmes, he’s
after the truth, and the reality of the
truth. In Lovecraft there is probably
no “truth”, there is only “significance”,
and that makes the detective work at
the same time necessary and on the
other side maybe useless,
because the ending doesn’t
really depend on you.
So you could say it’s an
evolutionary path, but an
evolution regarding the free
investigation, the concept
of having no markers, no
task – that is an evolution. Our previous
games were location-based, linear and
location-based. Here we are letting
the player find his way inside the city,
look at the addresses, go to the streets,
find the addresses.

You could have a Lovecraftian tale without tentacles and cultists – but, frankly, we all look forward to fighting slimy things and religious oddballs.

WAEL AMR


CEO, FROGWARES

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