He’d been to places around Lake Como and Palladian mansions and that kind of thing. This guy called Clough Williams-Ellis owned the land. It’s a strange - it’s almost like a sort of village-sized folly. Portmeirion is the town where all the filming was done for it. Hogg: You might be familiar with this place from a ’60s TV series called The Prisoner. … the village of Portmeirion in North Wales Or at least somebody who’s an experienced kite-flyer. But apparently you need to be a professional kite-flyer. I’m quite excited about getting my hands on it. I’ve still not seen the kite in real life, though. We have a chap in England called Karl Longbottom who made this. Ricky Haggett: Speaking of kites, there is a real Hohokum kite now. It’s kind of creative but in a throwaway sort of way, I suppose. It’s not like that line in the sky that you’re drawing is ever going to be a permanent thing. Both in terms of literally the way it moves but also in that it’s kind of a creative thing. That became a very useful benchmark feeling for what you are in the game and how you feel in the game. Why don’t we make a thing that’s a bit like a kite?” It was more that when we first started prototyping that thing, all of us said, “It feels a bit like you’re flying a kite.” It wasn’t like we sat around saying, “Hey, we like kites. I guess kites are a fundamental inspiration for Hohokum, because when we talk about the thing that you are in the game - the way you move and the way the player might feel when controlling it - kites are always the first analogy we go for.
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