Another key element for The Great Circle’s take on the character was in having him change over time – MachineGames isn’t looking to create a static icon of who Indiana Jones is, but offer a meaningful exploration of how he grows after ‘Raiders’ and before ‘The Last Crusade’. That comes down not just to the story, but the game itself – MachineGames has found ways of hinting at Indy’s personal growth through mechanics.
“There are several ways we have worked with this,” begins Torvenius. “Throughout the game we reward the player with Adventure Points. These points can be spent to unlock skills that you find in ability books. These are basically new skills you learn throughout the adventure – and all these skills and moves you unlock have been carefully crafted to fit the character of Indy. Some of these are things like more health or stamina and others are related to handling the whip – all features intimately tied to Indiana Jones. This gives a sense of experience building up.
“We also have a visual progression with his hat and jacket becoming a tad more beaten up throughout the experience, and the same goes for the journal. Indy’s journal becomes more and more built out, and shows stains and scribbles on the pages to emphasize the player’s journey. All of these things combine to work together very nicely – the player will never be left feeling that the character of Indy is not evolving throughout the game.”
And, of course, playing the majority of the game in first-person plays a major part here too. While it may seem a challenge to set the game within a character so defined by his look, it gave MachineGames a chance to use their experience within this area – particularly in the recent Wolfenstein games.
“We knew this was super important challenge from the get-go,” says Andersson. “Luckily, this is not our first rodeo. Big parts of the team have worked together on story-driven first-person games all the way back to The Chronicles of Riddick and The Darkness. Also, I think the Wolfenstein series surprised the world by having a very interesting and relatable character with B.J. Blazkowicz, so we have had a lot of experience with this.”
“One important thing that has been part of our DNA for a very long time – and is definitely something that helps create great characters – is that we put story front and centre,” adds Torvenius. “We always start with a strong narrative, and we always end with a narratively strong ending. And our experience is weaving those stories tightly with solid gameplay.
“Having the perfect mix of strong cutscenes and interesting gameplay, driven by an interesting character that is complex with many nuances, that continues to evolve throughout the game, is crucial. A good story survives everything and that’s why we’re always so very focused on getting the story just right.”
Finding a Voice
Another key element for The Great Circle’s take on the character was in having him change over time – MachineGames isn’t looking to create a static icon of who Indiana Jones is, but offer a meaningful exploration of how he grows after ‘Raiders’ and before ‘The Last Crusade’. That comes down not just to the story, but the game itself – MachineGames has found ways of hinting at Indy’s personal growth through mechanics.
“There are several ways we have worked with this,” begins Torvenius. “Throughout the game we reward the player with Adventure Points. These points can be spent to unlock skills that you find in ability books. These are basically new skills you learn throughout the adventure – and all these skills and moves you unlock have been carefully crafted to fit the character of Indy. Some of these are things like more health or stamina and others are related to handling the whip – all features intimately tied to Indiana Jones. This gives a sense of experience building up.
“We also have a visual progression with his hat and jacket becoming a tad more beaten up throughout the experience, and the same goes for the journal. Indy’s journal becomes more and more built out, and shows stains and scribbles on the pages to emphasize the player’s journey. All of these things combine to work together very nicely – the player will never be left feeling that the character of Indy is not evolving throughout the game.”
And, of course, playing the majority of the game in first-person plays a major part here too. While it may seem a challenge to set the game within a character so defined by his look, it gave MachineGames a chance to use their experience within this area – particularly in the recent Wolfenstein games.
“We knew this was super important challenge from the get-go,” says Andersson. “Luckily, this is not our first rodeo. Big parts of the team have worked together on story-driven first-person games all the way back to The Chronicles of Riddick and The Darkness. Also, I think the Wolfenstein series surprised the world by having a very interesting and relatable character with B.J. Blazkowicz, so we have had a lot of experience with this.”
“One important thing that has been part of our DNA for a very long time – and is definitely something that helps create great characters – is that we put story front and centre,” adds Torvenius. “We always start with a strong narrative, and we always end with a narratively strong ending. And our experience is weaving those stories tightly with solid gameplay.
“Having the perfect mix of strong cutscenes and interesting gameplay, driven by an interesting character that is complex with many nuances, that continues to evolve throughout the game, is crucial. A good story survives everything and that’s why we’re always so very focused on getting the story just right.”