Moss Book II with Polyarc's Chris Alderson and Josh Stiksma
Aug 8, 2022
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Chris Alderson and Josh Stiksma from Polyarc discuss founding the studio and developing for VR, the design choices that shaped the Moss series, and the balance between VR experiences and traditional gameplay. They also talk about creating content for VR, improvements in Moss Book Two, and the future of work in the game development industry.
Moss Book 2 evolved from player feedback, with a focus on creating a longer and more polished experience.
The team struck a balance between player agency and guided interactions to create an immersive and engaging VR experience.
The design and art teams collaborated closely to create visually stunning environments that enhance the overall player experience.
Deep dives
The Design and Evolution of Moss Book 2
Moss Book 2, the sequel to the popular VR game Moss, evolved based on feedback from the first game. The development team wanted to create a longer experience due to players' desire for more content. They carefully balanced the pacing of platforming, combat, and puzzle-solving to ensure a well-rounded gameplay experience. The team also focused on strengthening the player's connection with the protagonist, Quill, through her non-verbal communication and interactions. The art team prioritized creating a realistic and immersive world for players to explore, paying attention to scale, physicality, and weight of objects. The design of each room was a collaborative process, ensuring that story objectives, mechanics, and aesthetics were well-integrated. Throughout the development, the team aimed to provide player agency while maintaining a comfortable and enjoyable VR experience.
Balancing Player Agency and Guided Interactions
In Moss Book 2, player agency and guided interactions were carefully balanced to provide a compelling experience. The team used various methods to guide players, such as visual cues, character gestures, and subtle hints from Quill, the in-game character. These elements served as prompts for players to explore and interact with the environment. The goal was to make players feel empowered while ensuring they were not overwhelmed or frustrated. The team paid attention to the pacing of complex puzzles, allowing moments for the player to figure things out independently or providing additional assistance when needed. By striking a balance between player agency and guided interactions, Moss Book 2 created an immersive and engaging VR experience.
Room Design and Collaboration
The process of designing each room in Moss Book 2 involved collaboration between the design and art teams. The design team identified the purpose and mechanics of the room, considering story objectives, player progression, and level pacing. They also determined how interactions with objects and puzzles would fit into the room's layout. The art team worked closely with the design team to ensure that aesthetics, lighting, and color palettes aligned with the emotional journey of the game. They crafted distinct environments, taking into account the scale, physicality, and weight of objects to provide a realistic and believable diorama experience. Throughout the development, the teams collaborated to create a cohesive and visually stunning world for players to explore.
Creating a Longer and More Polished Experience
Moss Book 2 aimed to address players' desire for a longer and more polished experience compared to the first game. The development team carefully considered player feedback and incorporated it into their design process. They expanded the world by introducing new locations and branching paths, allowing players to revisit areas and discover new content. The team also dedicated time to refining mechanics and interactions, ensuring that player actions felt weighty and impactful. Through collaborative efforts and a focus on quality over quantity, Moss Book 2 offered players an immersive and captivating VR journey.
Designing Unique Spaces for Gameplay Variety
The team at Polyarc believes in creating unique spaces in their games, including puzzle rooms, atmosphere-driven rooms, traversal rooms, and combat spaces. These spaces are designed to provide different types of gameplay experiences, with a focus on collaboration between the art and design teams. By working closely together, they are able to create engaging and visually stunning environments that enhance the overall player experience.
The Process of Storytelling and Team Collaboration
The story team at Polyarc takes a collaborative approach to storytelling, involving key members from different departments, including the HR director and the CEO. They begin with drafts of the story and treat it like a screenplay, using professional screenwriting software to ensure consistency. The team engages in brainstorming sessions, gathering feedback from the entire studio and iterating on multiple script drafts. This collaborative process allows for the exploration of different ideas and ensures that the narrative design aligns with the overall game design. The team also balances the in-game story with the additional challenge of creating content for an in-game library, adapting to different storytelling mediums within the game. The result is a mature and effective narrative design that enhances the overall player experience.
Trent Kusters chats with Polyarc'sChris Alderson (Art Director, Co-Founder) and Josh Stiksma (Design Director). Together they discuss founding Polyarc and deciding to develop for VR; developing the first Moss and first announcing at E3; how the early feedback shaped the overall design of the series; the art and design choices they made to help the player connect with Quill, the game's protagonist; and finding the balance between VR experiences and traditional gameplay when designing Moss' dioramas. Listen to the full episode here or watch this episode on our Youtube channel.
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