Ghost of a Tale - Interview @ Polygon
Polygon has created an article-style interview with Ghost of a Tale developer Lionel Gallat.
Gallat cites Disney's animated films starring talking animals as a major source of inspiration, naming the Winnie the Pooh franchise and Robin Hood specifically. He is also a fan of the Redwall books and The Secret of Nimh, both of which are stories of small mice overcoming hardships in fantastical worlds. Gallat loves these types of stories because they firmly belong to the imaginary world but still contain nuggets of realness to them.
"At no point during [them] do you wonder, 'Okay, is this a real world?' It's different," he said. "It's like a translation of things that we know. For me it's a mixture between something you can believe in, in terms of credibility, like the world, the water, the rocks, the architecture. But it's transposed through these fantasy characters and that makes it more fun, more interesting."
Gameplay in Ghost of a Tale is based on exploration and encourages players to discover what makes the world tick on their own.
"You are thrown into an adventure and you don't really know much about where you are and what you're trying to do," Gallat explained. "I'm not playing the trope of the amnesiac character, but you will have little nuggets of info at some points so you have a sense of what's happening and what your goal is."
Gallat added he wants to keep the interface as simple as possible, and will not add directional arrows on screen or include fetch quests that involve hunting down and talking to people. There may be a "little bit" of melee combat in the finished game, but Gallat is playing up the stealth aspect and wants to encourage players to find their own ways around obstacles.
Information aboutGhost of a Tale
Release: In development