2013 has been a very robust and interesting year for the indie game community. From the existentially hilarious walkathon of The Stanley Parable to the far-too-realistic nightvision jump-scarefest of Outlast (aka I swear I’ll play it…tomorrow), the indie market continues to prove itself a diverse and entertaining stomping ground. One particular game from the indie releases of yesteryear has caught quite a bit of attention, and with a well-timed Steam Winter Sale I was lucky enough to come across it myself and pick it up. The game I speak of is Papers, Please.
On January 19th, 2013 I was given the opportunity to volunteer at this year’s Game Design Expo, which presented some fantastic guest speakers from all around the games industry, giving their take on some fascinating topics. When I wasn’t chatting up other attendees, setting up presentation booths, passing around microphones like an Olympic torch bearer, or snagging a few chocolate croissants (I’m addicted, now), I had a chance to attend some of the presentations held by the speakers throughout the day.
It’s been a week since the Game Design Expo, and I’ve had a lot of time to soak in what Industry Speaker Day day contained, and to allow the mass amount of information to stew around in my brain like a game design tea-bag. But I find myself resonating with one particular talk given by a very off-the-wall, yet incredibly personable individual. The man I speak of is Patrick Plourde, the Creative Director at Ubisoft, whose latest project, Far Cry 3, has earned much attention and acclaim these past few months.