Moving around your own home city should be no hassle, but in order to quell the rebellion, the king has decreed the city to be split into 6 districts, and only those that have good reason are allowed to move between them.
In the game, every citizen has a pass. It gets stamped by the police for every district where you are allowed access.
Of course, like any other ruler, the King of Mesmer isn’t just going to let some revolution happen on his watch! And there are those under his rule that are also quite comfortable with things just the way they are. Let’s take a quick look at the social organization in Mesmer.
For the people, the king and his ancestors have ruled this land for as long as anyone can remember. Well, at least since those bad old barbarian days, and no one wants to go back to that!
But… There are also some more recent developments to the pyramid of power.
There are those in life who are just way better than others at making people do what they want. But how to express this in games? Today I will go through how we have done this in Mesmer.
Resources and influence are the core of Mesmer, so for us, this system is very central. I will go into the process of swaying individuals today. Swaying the masses is an entirely different animal that I will get back to some other day.
Games are doing far better these days in terms of characterization and dialogue. It used to be that even in games that let you talk to whomever you wanted, they would only have the one single thing they ever said. Today, developers often weave dialogue far better into the narrative, using it to create fuller, breathing storylines.
Hi everyone. My name is Peter. I am project lead on Rain Games new game, Mesmer. I am also the game designer for the project.
With Mesmer it occured to me that over the last one and a half year, we have been working on and building a lot of things that as far as I know have no equivalent in other games. Perhaps this is something that people would be interested in knowing more about?
Last year, in May, we announced that we had received new funding from the Norwegian Film Institute to help us develop our next game. For an independent studio like us, this means not only an economic boost, but also peace of mind: we can keep working on the kind of games we like, and giving more life to our worldbuilding as we wish.
It’s been a while since our last update, but let’s fix that. First and foremost, Spillprisen was a success! As you remember, we were nominated to 5 awards. Well, we won four of them: Best Audio, Best Visuals, Best Game Design and Best Fun to Everyone. A huge congrats to our friend Machineboyand Milkmaid of the Milky Way, for winning the Best Handheld and Game of the Year awards, and Fugl for Best Tech.
Spillprisen is an annual award show for Norwegian developers, organized by volunteers and hosted by Virke Produsentforeningen and Spillmakerlauget, to honor the best games made in the country each year. It will take place tomorrow, January 13th, at 7pm CET, and we’re happy to share that World to the West is nominated in five categories:
The day has come! We’re all huge Nintendo lovers at the studio, so we’re excited to see our beloved child Teslagrad landing on Nintendo Switch. Never played the game on PC, missed the chance to get it on Wii U? Well, third time is the charm :). You can find it now for 14.99 USD / EU / GBP on the eShop, and buy it from the comfort of your tactile screen. And if you already explored the secrets of the Tesla tower, help us spread the word! Tell your friends about the game, give it in your Secret Santa… many possibilities!
But there are more good news coming this Winter. In about a month and a half, January 18th, World to the West will also be released on Switch. We’re also giving the final touches (hopefully!) to the Wii U version. Wii U owners, we still love you!