Driftmoon - Interview @ Greenlit Gaming
Greenlit Gaming interviewed Anne and Ville Mönkkönen the creeators of Driftmoon.
Something I didn’t expect from Driftmoon was to enjoy it in a manner similar to a really good book. I found the characters to be quirky and the dialogue charming! What made you decide to create a game with such an emphasis on its written elements?
Anne: Thanks! Wonderful to hear you’ve found similarities between Driftmoon and a good book. One of the benefits of working together has been the fact that we’re usually not short on ideas when we get the chance to toss them around together. That means we had a lot of stories to tell. Both of us also enjoy reading good books (when possible), and playing story-heavy games, so it felt natural for the first game we did together to put an emphasis on the adventure, and the story.
Ville: To me the most important part of a roleplaying game is the story and the characters, so that’s where we’ve put most of our development time into. We had a lot of fun writing all the dialogue, I’m definitely going to miss that. First one of us would write a rough draft, then each of us would go through it taking turns revising the dialogue, and playing with the kids.
The story in Driftmoon isn’t your typical “dark and scary tale” often seen in games nowadays. In fact, it’s often quite the opposite! What kind of reaction do you hope players get from the story?
Anne: I’d really like Driftmoon to be a feel-good game, a game that would leave you smiling, so it’s always awesome to hear playing Driftmoon’s managed to brighten up someone’s day. I know that’s what I’m hoping for the most. Calling Driftmoon the cure for depression might be a tiny exaggeration, but that would be a pretty remarkable achievement for a psychologist, don’t you think?
Ville: My favorite feedback is: “Playing your game is like being wrapped in a warm blanket with a cup of hot cocoa on a cold winter night.”