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Description:Facepalm Games Blog The Swapper About Media The Swapper artwork Posted on May 24, 2013 by olli With The Swapper‘s launch looming less than a week away we’re happy to share this promo artwork by the am
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Facepalm Games Blog The Swapper About Media The Swapper artwork Posted on May 24, 2013 by olli With The Swapper‘s launch looming less than a week away we’re happy to share this promo artwork by the amazing Sakke Soini. Our Steam page is also now live! Enjoy! Posted in Etc, The Swapper | 5 Comments The Swapper releasing May 30th, New Trailer! Posted on May 17, 2013 by olli Well, we’ve done it. The long wait is over. The Swapper is officially coming to Steam (and other TBA outlets) on May 30th! Scroll below for the trailer. Mark your calendars! Tell your friends and family. Staple flyers to telephone poles and graffiti building sides. Use a megaphone to yell at strangers on the streets. This is serious news. We understand you might be feeling apprehensive that the launch date is so soon and that you have not properly prepared. Don’t worry! With our help, in just 2 short weeks you too can be ready to play The Swapper. We recommend you take the following steps*: - Isolate yourself for long periods of time. This will acclimate you to your new, desolate environment and help ward off space dementia. - Practice solving puzzles by pushing all buttons, levers, blocks and switches you come across in your day to day. If this causes trouble, just swap to one of your clones and leave the old one behind! - Oh, be sure to start cloning yourself. That part is also important. - Wear your space suit daily, including during rigorous physical exercise, sleeping and eating. You need to be familiar and nimble with your equipment on. And remember, those voices you’re hearing are all perfectly normal. It’s an indication that your preparations are working! Congratulations! Now you’re on your way to successfully experiencing The Swapper! For additional study materials please view this new gameplay trailer and read Part 1 of Tom’s narrative retrospective. Happy Swapping and thanks for the support everyone! Follow us on Twitter, Like us on Facebook and sign up for the newsletter for all the latest news! *We accept no personal liability for possible side effects of extreme isolation, button pushing, graffiti, human cloning experiments or existential crisis brought about by recommended preparations. Posted in Screenshots, The Swapper, Video | 4 Comments Designing Narrative to Fit the Gameplay Part 1: Controlling Idea Posted on May 14, 2013 by olli Hello. My name is Tom, and I’ve been narrative designer-ing The Swapper on and off for the last eleven months. When I’ve not been doing that I’ve been making things like FTL and Ir/rational Investigator, studying philosophy, and lending a hand with other word-like tasks, the latter of which brings me here. Today I’m being brought to you with my narrative designer’s hat on. That’s going to prove necessary, because somehow I have to explain to you all that’s happened to The Swapper’s narrative over the last eleven months, without actually giving any of it away (and it’s very much that sort of game, you know). I have to try to explain the thought that went into decisions like silent protagonist and the general goals of the writing, without actually explaining exactly what happens. Wish me luck. We should start where my first writing tutor assured me you should always start – at the beginning. Olli contacted me May last year. He’d played Penumbra, and needed some help with a ’2001: A Space Odyssey meets atmospheric puzzle solving’ game. He had a synopsis of the basic story structure, but was open to new ideas. It was to be a few weeks’ work on a minimalist, text-only 3,000-word script. Eleven months later it’s fair to say that while the script has expanded only a little (we’re at around 5,000 words as we hit text lock) the workload has ballooned. Thanks partly to an extensive post-IGF plot revision and constant on the fly iteration, I’ve spent around 8 full-time weeks on the game in total. Here’s the breakdown: 7 days – Initial plot pitches and story docs 4 days – Converting story docs into a functional narrative design and planning out every narrative element in the game 8 days – Extensive plot and narrative design revision + new character designs 7 days – First draft of complete in-game script 8 days – Playtesting and script redrafts 3 days – Voice over auditions and direction Discounting the week or so we killed by overhauling the plot it’s still fair to say I’ve spent more hours per word on this game than any other. That’s exactly what excited me about the project in the first place – with such a minimal script, and the convenience of playtesting the game, there’s no excuse for every word not being precisely where it should be. I hope the attention we’ve paid them pays off in the end. So just what have we been working on? Here I’ll briefly discuss the direction the gameplay imposed on the narrative, and in the next post I’ll go into more detail on how that informed the various changes we made. The Swapper as the ‘Controlling Idea’ Starting work on any game with a relatively open narrative landscape is a different task to writing a novel, or a play, or just about anything else, in so far as the gameplay provides and imposes unique restrictions on what it makes sense to do with the story. The Controlling Idea is the core concept that moves the entire narrative. The story in The Swapper could only ever have been about one thing. What the titular device actually does, and what it means for us. When I came onboard the focus was on the cloning aspect; we kinda know where that goes. As we developed ideas about how the device could be used in the key story beats it became clear that the really interesting thing wasn’t so much the cloning as it was the transferring of consciousness around different bodies. What exactly is consciousness? Is there something like a soul that we can actually identify separately from the physical machinations of the brain itself? What constitutes what it is to be you? These questions will sound pretentious to some, but they are the focus of cutting edge scientific and philosophical research into the brain, and remain more or less open to well-reasoned discussion. While it’s true – as my non-gamer flatmate likes to point out to me – that I’ve learnt a lot more about these subjects from essays than I’ll be able to raise in the game, it’s my cautious hope that it won’t defeat the point of putting them in there. A game in which you screw with your brain but aren’t encouraged to think about it would seem to have a thematic gap between its gameplay and its story. This commitment underpins everything that occurs in the narrative. These are difficult questions to answer, and what you think about them will depend on your intuitions more likely than not. Every move you make in The Swapper we hope will give you pause to question them. Next time: non-spoilerific details on some of those questions, and what we think their answers might be. Posted in Guest Posts, The Swapper | 3 Comments “Marching squares” Posted on April 26, 2013 by olli I might la...

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Status: clientTransferProhibited https://icann.org/epp#clientTransferProhibited
Updated Date: 26-oct-2016
Creation Date: 04-nov-2009
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