FRONTIERS - Explore, Discover & Survive in a massive, relaxing open world that emulates the tone of classic first person RPGs. Read more
This project was successfully funded on July 17, 2013.
Story Q&A this Sunday - Guest update by Ryan Span
Story Q&A - Sunday 20th
4:30pm PST / 6:30pm CST / 11:30am GMT
The internet is truly amazing. Apparently it's so advanced that we can all 'chat' in real-time using this thing called an Internet Chat Room (or 'IRC' as those in the know like to call it).
Prepare your questions ahead of time if you like! In fact, if you already have some you'd really like us to answer, feel free to post them here and we'll give them priority during the session.
See you on Sunday!
Guest Update - Ryan Span
It all started a long, long time ago, in a barred spiral galaxy a little over thirty kiloparsecs in diameter, within the system of a G2-class main sequence star, on the surface of an oblate spheroid with an average orbital speed of around 30 kilometres per second...
Well, it was actually May, but it seems like longer.
That was when I first heard of one Lars Simkins and his one-man mad-genius project of doom. I'd been working on Malevolence: The Sword of Ahkranox for almost a year, and with the majority of that work completed, I was starting to crave some new challenges. Then the name Frontiers appeared on my radar and it caught my attention in a big way. The strength of the concept and the obvious love being put into it made me believe in what was being created. There were even rumblings of an impending crowdfunding campaign, and I didn't doubt for a moment that it was going to do well on Kickstarter. (We won't mention the IndieGoGo debacle.)
Lastly, there was talk of writers being used as _writers_, not glorified level designers. My decision was practically made for me. I had to be on this team.
So I fired off an e-mail expressing my interest in Frontiers. I wasn't expecting anything -- this is a dream job for me, and you never count on getting your dream job. Two months later, I was on board. Two months after that, when Adi had to step away from the project, Lars offered me the lead writer position. Did not see that coming.
Since then I've worked hard, made good friends, and done my best to create a story which really plays to our strengths. One which allows you to explore as much as possible of the vast and beautiful world that's being created by the art team, yet doesn't neglect the 'story' part -- because we want Frontiers to please on every level.
Our goal is to create an experience which isn't 'epic' but instead deeply personal and free of cliché. If you want ancient evils, bombastic fight scenes, and characters you're expected to care about _just because_, you can get that anywhere. However, it's hard to find a game which concerns itself more with the story than the set pieces. When that starts to happen in a AAA title, the studio usually gets bought out by EA, and we all know what lies down that road.
That's why I love the indie game revolution and why I have every intention of making us a major player in strength of writing. If you finish Frontiers without caring one bit about Daniel Benneton, your own character, your friends or your enemies . . . Well, I can't imagine a bigger failure on my part.
Lastly, let me say a very personal thank-you to all the backers who have helped us make this vision a reality, and are still out there supporting indie games and developers all over Kickstarter. And undying thanks to Lars for being a developer who sees story not as a necessary evil, but as an opportunity to shine. I couldn't be more proud to be a part of this team.
- Ryan Span