Stimulus.com is running a lengthy interview with yours truly where I answer questions about Grimm, how to turn fairy tales into video games, making weekly episodic content, and the future. Here’s a little chunk:
Was there anything you thought was going to be a good idea, and finally decided to remove it?
Lots of things actually. One major feature we planned from the start was the idea of â€œwords as weaponsâ€. In using this concept the Player would run up to an object inside the game, hit a key to convert that object into a word, then carry the word around for use in another location. So you could walk up to a sheep, convert it into the word â€œsheepâ€, then carry that to a pit filled with wolves and toss â€œsheepâ€ into the void. Upon hitting the ground it would convert back into the original object, and youâ€™d have a diversionary sheep. We also envisioned combining words, so you might have a â€œflaming sheepâ€ by collecting â€œfireâ€ and â€œsheepâ€ and combining them together.
I always liked the “words as weapons” concept. We were using it for everything from power ups to weapons and abilities. But ultimately, it didn’t work out. Meh. Maybe some day we’ll return to the concept in another game (Grimm 2 anyone?) and figure out how to make it fun. Until then, enjoy the Stimulus interview.