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Since the story is embedded within the place, it’s the place that ends up telling the story. With Obduction, there are 3-4 discrete places that each have subzones, and there’s no set linear path to explore these worlds and discover each part of the story. This non-linear storytelling mechanism means that the story will unfold uniquely for each person as they make choices as to where to go and what to see.
I had a chance to catch up with Rand Miller at PAX West where he talked about his early inspirations from Dungeons & Dragons, their world building process for architecting a place with a story and puzzles, and some of the unique affordances and design challenges they faced making Obduction compatible with virtual reality.
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Music: Fatality & Summer Trip