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Bright Future, Dark Crimes — Investigating a Positive, Inclusive Sci-Fi Future in Ring of Fire

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Ring of Fire

A bold, utopian future is a vision rarely found in games. However, among the muck of cyberpunk dystopias and war-ravaged landscapes, one indie studio is daring to present a different world.

Ring of Fire is set in a solarpunk London and tasks the player with exploring its dark underbelly in the search for a serial killer. With the game, developer Far Few Giants is aiming to tackle real-world issues while ensuring the accurate and fair representation of people of diverse backgrounds and identities.

Both game and developer seem daring—to say nothing of fascinating—so OnlySP took the opportunity to talk to Creative Director Tony Jeffree and Art Director Richard Tongeman to learn more about Ring of Fire and Far Few Giants.


OnlySP: Ring of Fire casts players as a detective investigating a serial killer, with players engaging with the investigation through a search bar, according to Kotaku’s description. That makes it sound a bit like Her Story. Would that be an apt comparison, and, if so, how are you playing with Sam Barlow’s template to put your own spin on it?

Jeffree & Tongeman: Yes it’s similar to Her Story in that you can search a database, except instead of video it’s text. Imagine you’re looking at the Google results page and getting a preview window of a Wikipedia article. You can look up people, places, countries, historical events, etc. We were heavily inspired by the board (and video) game Sherlock Consulting Detective, which gives you a map, a phonebook and asks you to make leaps of logic and deduction to connect the clues scattered through interviews. In Her Story, from a mechanical point of view, the player inputs their deductions by typing in keywords to search interview transcripts, and similarly in Ring of Fire they do so by entering keywords into either the database or into a SatNav, with correct deductions whisking them away to new locations, clues, and suspects. The biggest way in which the game differs from Her Story is that we are telling a linear narrative. We don’t offer you unlimited choice right from the beginning; you will need to follow our heroes on their journey through the game to unlock certain pathways.

Your announcement also hinted that exploration may form part of the play experience. Is that correct and, if so, what sort of mechanics are you implementing to facilitate that?

Jeffree & Tongeman: Not quite. The game draws inspiration from Subsurface Circular by Bithell Games, in that you are mostly contained to one room (per investigation, at least). It also draws from 80 Days by Inkle in that you can explore outside of that room through text and conversation paths. You can travel through sub-subterranean tunnel systems in your electric vehicle to visit key locations and witnesses, but there isn’t an exploration aspect in an open-world way.

Is there any chance you could provide any more details about the general form of the gameplay that players will find in Ring of Fire?

Jeffree & Tongeman: The gameplay is mostly conversation-based dialogue systems with narrative choices, though we’re not going to offer a paragon and renegade morality system. Instead, the choices will all sit within the juicy grey area where there is no clear wrong or right answer. We’re not going to tell you that a character will remember your choice or give you percentages of players who made the same choice as you; we think that reveals the magician’s trick and it’s better for your immersion in the story if those things remain a mystery. We’re also not entirely making a choose-your-own-adventure game here either, there’s a specific story we want to tell and we want to pace it correctly. We want you to be digging through the crime scene jotting down clues on physical paper, bringing any relevant titbits into the search database, and then acting upon it by using your vehicle to visit those locations. We think this leads to the best simulation of what it feels like to make a detective’s deduction.

The artwork you’ve already shared is impressively clean and eye-catching. What sort of inspirations are you drawing from for the overall look of the project?

Jeffree & Tongeman: The original inspiration came from our tech-artist friend Dickie McCarthy’s personal project, in which he recreated a panel from Hellboy in Unity with a real time lighting system. We immediately fell in love and set out on a path to create a similarly bold game aesthetic. Over iterations, we steered more towards a flat-lit, dark shadow style inspired by the vivid colouring of Watchmen‘s colourist John Higgins. Our creative director, Tony, and concept artist, Darren [Beattie], worked closely to reduce the number of colours in each scene’s palette to what we felt was the absolute minimum that worked in order to make the environment as striking and polished as it could be. We’re really thrilled with the end result.

Ring of Fire is set in an optimistic future, which is at odds with the pessimistic, dystopian themes you often find in forward-looking speculative fiction. What made you decide to buck that trend towards negativity?

Jeffree & Tongeman: A few things triggered this, one was a notion that we hadn’t had a common vision of the future accepted by mass culture since the ‘80s, but we’re now meeting and surpassing the anniversaries of those futures and seeing ourselves without flying cars and hover bikes. Our artist, Richard, had sought out the solarpunk movement, neo-futurism and afro-futurism, and watched them develop from afar, captured by the idealistic vision of the future, which aligned with our goals of living sustainably, relying on renewable energy sources and mass greenification of cities. It was one which made sense to us, a vision we didn’t see represented too often in common culture, and we felt we needed to present this vision to a new generation so that they would have something positive to aim towards rather than the glum, bleak futures of Blade Runner, etc. We believe that without a clear vision of a positive future in mainstream culture, if we continue down our current path, the world is just going to collapse.

One of the stated aims of the studio is to tell stories that “examine today’s political climate.” What sort of topics do you plan on tackling in Ring of Fire?

Jeffree & Tongeman: In Ring of Fire we are not afraid to tackle subjects which are hot topics such as race, gender, sexuality, immigration, online harassment. These are topics not covered frequently enough, especially in video games, and we don’t think you’re really telling a worthwhile sci-fi story if you’re not analysing the themes of the current day. We’re definitely not tip-toeing around these subjects, we treat them in the matter-of-fact way that they deserve to be treated with. It’s also important for us to have sensitivity readers who can check that we are representing certain minority experiences correctly when we do not have personal experience with it ourselves.

From what I can tell, Far Few Giants prides itself on being inclusive. Can you maybe describe what that means to you as an individual and as a studio, as well as how that ethos will manifest in Ring of Fire?

Jeffree & Tongeman: So one of the aims of the studio is to match our team composition with the composition of the general public – 50% men, 50% women, with room for non-binary folks, for example, and putting women and minorities in positions of power. We think that if you’re looking to make art which speaks to the audience then you have to start with a team who can pour their own life experiences into the product, and the player-base will reward you for it by enabling you to reach new audiences who are looking for games which reflect themselves. As a young start-up we’re not expecting to realise those hiring goals immediately, but it markedly guides our decision-making.

What’s the development pedigree of Far Few Giants? What are some of the projects that team members have worked on previously that we might know about?

Jeffree & Tongeman: As a team we’re mainly coming from the VR scene and PC development where we’ve worked on projects such as Dispatch, Abe, Tin Hearts, Augmented Empire, PC Building Simulator, Wordhunters, and other unannounced projects. All relatively under the radar, culty projects but as a group we’ve been collaborating for a while and Ring of Fire was a great chance to get together and collaborate on something larger together.

The phrase “Ring of Fire” has multiple meanings—the Pacific Ocean volcanoes, the Johnny Cash song, the drinking game, the result of eating too much chilli, among others. What does it refer to in your game or is that information still under wraps at present?

Jeffree & Tongeman: The answer to that will have to remain a mystery!

LinkedIn tells me that Far Few Giants was founded in 2017. In light of that, how long has Ring of Fire been in active development, and when can we expect to get our hands on it?

Jeffree & Tongeman: Far Few Giants was founded by Richard and Tony; prior to starting Ring of Fire, Richard was working as a contract animator, and Tony as a writer and teacher, both attending game jams and prototyping various game concepts in their free time, so it was mainly a vehicle for that with the end goal to reach a point of developing and releasing a game. After a few false starts on some cancelled prototypes we landed upon the concept that turned into Ring of Fire, which started out as a few art test scenes in Unity and a Twine prototype. We picked it up to develop full time in December when we managed to secure some regional funding from Northern Ireland Screen to start working on it full time. We’re hoping to have something released to the public in 2019 or early 2020 at the latest. We’re taking it one step at a time to ensure that the end product is something that we can be proud of and something that the audience will enjoy but we also want to share the production process in an open way so that people can follow our journey and hopefully learn something from it.

Do you have any other comments or details that you would like to share with our readers?

Jeffree & Tongeman: We’re still a relatively young company and near the start of our journey with Ring of Fire, so we’d like to encourage you to follow us on Twitter and, when the time comes, wishlist us on Steam. Honestly every little thing helps at this stage of getting the word out—if our mission as a team connects with you or you like the sound of the game, any way you can share it will be incredibly valuable to us. We’d also love to hear from readers interested in our game, Richard and Tony are both reachable on Twitter and are down to chat about anything, really. We have a public facing email address: Contact@farfewgiants.com.


Let us know below if Ring of Fire has you hyped, and make sure to bookmark OnlySP and keep up with us on FacebookTwitter, and YouTube for all the latest.

Damien Lawardorn is an aspiring novelist, journalist, and essayist. His goal in writing is to inspire readers to engage and think, rather than simply consume and enjoy. With broad interests ranging from literature and video games to fringe science and social movements, his work tends to touch on the unexpected. Damien is the former Editor-in-Chief of OnlySP. More of his work can be found at https://open.abc.net.au/people/21767

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Interview

Fantasy Hawaiian Shooter Ashes of Oahu Gets a Second Wind – Exclusive Interview

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Ashes of Oahu

Early last year, one open-world RPG promised to do things a little differently from the norm. A post-apocalyptic setting, various factions, and dialogue options all seemed standard, but Nightmarchers stood out because of its setting.

The game would take place on Oahu, with its story steeped in local folklore and mythology. However, an ambitious crowdfunding campaign fell short and the team behind the project, Wyrmbyte, fell silent.

Fast forward almost eighteen months, and the team stepped out of the shadows with a revitalised project, featuring a more contained world and a rebranding to Ashes of Oahu. In the wake of the comeback, OnlySP got in touch with Wyrmbyte president Scott Brown to find out about why those changes took place and what the game looks like now.

OnlySP: For any of our readers who may not remember Ashes of Oahu, what’s the elevator pitch?

Brown: An open-world, post-apocalyptic RPG shooter where you tap into the power of the spirit world to liberate the Hawaiian island of Oahu from the army that occupies it.

OnlySP: When we caught up with you last year, Ashes of Oahu was known as Nightmarchers. What prompted that rebranding?

Brown: Feedback from Native Hawaiians asked us to not use the name so we changed it.

OnlySP: What has the response been like since you brought the game back into the public spotlight?

Brown: People seem to like our story and are usually wowed when we talk about the small team and how big the world is and how much dialog is in the game.

OnlySP: Do you have any insight into why you might have struggled to garner the funding you required when you took the game to Fig last year? 

Brown: We are so small and larger funding raises require strong marketing efforts, something we could not afford. We stayed with development, it has just taken much longer since the team never had the chance to grow.

OnlySP: One of the changes that stands out the most has been the shrinking of the map from a 1:1 recreation of the island of Oahu to a much more modest 25km2 area. Why have you done this, and what have you focused on in doing so?

Brown: It really came down to two issues. Scope and fun. First the scope of making an interesting world that large was just way beyond what we could pull off with our team size and budget. Second fun, there needs to be variety in experience as you travel around the world or it can become just more of the same. The game is still huge, just not the insane size of the actual island of Oahu would have been.

OnlySP: Are you at all concerned that maybe you’ve compressed things too much?

Brown: Not at all, this is still a very large world and there is a ton to discover. We have several modes of travel to help deal with the size of the game, horse, bird form, shark form and fast travel for example.

OnlySP: From the descriptions you’ve provided, the storyline seems largely unchanged, though you’ve moved away from a claim of authenticity to Hawaiian myths. Why is that?

Brown: Again based on feedback from Native Hawaiians who asked us not to.

OnlySP: This change in perspective also has me wondering what you’ve learned from the feedback you’ve received? Do you think there’s a difference between representing living and ‘dead’ mythologies (like those of the Ancient Greeks)? What advice would you give to other teams that are interested in exploring the cultures of marginalised communities?

Brown: Work with those communities as much as you are able. Listen to their concerns and be flexible in your design to accommodate those concerns.

OnlySP: Aside from the aforementioned differences, the focus on taking over outposts, the presence of multiple factions, and the combination of magic and gunplay for combat all seem largely unchanged. Have you made any other major changes to the overall structure and style of the game in the last year and a half?

Brown: It is more minor iteration in details like how the game controls, AI behaviors, balance,  performance optimization. The reason for the extended time is honestly production. Building out this massive story with multiple paths you can take is a ton of work.

OnlySP: A recent blog post for the game talks about how player choices can have far-reaching consequences. Will many side-quests interact with the central narrative at all, or are they self-contained stories?

Brown: They can influence both faction rating, which unlocks skills from those factions or change your pono (karma basically) which also can change how you are perceived by NPCs.

OnlySP: You mention that Ashes of Oahu will have over 100 endings. How different will those be, and what sort of decisions will players have to influence them? Also, will players be made aware when they’ve made a choice that impacts the storyline going forward?

Brown: Whenever you are making a decision that will impact faction rating or pono you are alerted to the impact before you make the decision. However, all possible decisions are not always spelled out for you. For example, if someone asks you to steal an item from another faction there may be other ways to get the item or even convince them they don’t need the item they want you to steal. The endings all come down to the combination of how you worked with each faction as well as some significant side stories you may or may not have completed.

OnlySP: When last we spoke, you were confident about a Q3 2018 release. The reasons why you missed that seem straightforward, but how far away do you think you are from pinning down a new launch date?

Brown: Right now we are in testing and fixing issues as they are found. We want to have a solid release so it will take as long as it takes to get through the feedback. We are close however, all the mission chains are in, the major points of interest on the island all exist, and we have found and improved a number of bugs and balance based feedback already. I am confident in a summer release at this point.

OnlySP: Finally, do you have anything else that you would like to say to our readers?

Brown: We love any and all feedback and I would invite people to join us on our discord server if you have any questions or just want to talk about the game more.  https://discord.gg/KhW7uSj


For all the latest on Ashes of Oahu and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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