The themes came from that - what it was about was ambient energy that we were feeding off of in our lives. So we drew on experiences we had traveling. “That became the first pillar, that is going to be some kind of a trip. “The experiences that we ended up drawing from were traveling,” Sullivan tells Digital Trends. Rather than feeding players a grand thesis about the act of travel like a know-it-all college student who spent a semester abroad, the goal was more to communicate the sense of uncertainty plaguing a sparsely populated world on the brink of history-defining change. Its story would mix personal experiences of its developers along with cultural and historic inspirations. Season: A Letter to the Future came from a simple premise: The team at Scavengers wanted to create a game about traveling. In an interview with Digital Trends, Sullivan digs into the philosophy that guides Season, a game built around cultural connections born from shared anxieties in a changing world. Instead, it asks its players to accept that they aren’t always going to be an authority wherever they go, but a patient observer who is willing to learn. It’s not a game that claims to understand everything about the countries and cultures that inspire its fictional world. Season‘s narrative director, Kevin Sullivan, embraces that tension.
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