Tackling the behemoth task of developing Split Fiction feels like embarking on an epic adventure itself. The game constantly introduces new mechanics, switching them out every 15 minutes, yet it cleverly avoids letting these ideas seem half-baked.
“There’s this section in Split Fiction where you get to ride dragons. Each of those dragons took about eight months to craft,” said one of the developers. “Back when I first started in this field, many team members would ask, ‘Why put so much effort into something players will only see for about 10 minutes?'”
But here’s the rationale: much like a breath-taking scene in a movie that doesn’t need to be repeated just because it was costly, the same holds true in gaming. Reusing an expensive set piece can dull its magic. In video games, there’s this notion that if something cost a lot, it should be used over and over. But should it really? Doesn’t repetition dilute the impact of that initial awe-inspiring moment?
Split Fiction embraces this belief wholeheartedly, peppering the game with whole segments of optional content. This concept was toyed with in It Takes Two, where mini-games were scattered throughout. Now, these can be accessed through various portals found in the game, and they go above and beyond.
Imagine discovering entirely new worlds with fresh mechanics, occasionally facing off against bosses, all wrapped in new visual experiences. It’s like stumbling into a mini-game all its own, tucked within the broader adventure.