One of the interesting things to do in this job is getting to talk with different people on how they came up with games. A couple of years ago, I got the chance to talk with Dean Razavi about his game Vidar that was on Kickstarter and Greenlight. Fast forward two years, and yesterday Dean release Vidar onto Steam Early Access at last.
However, a few days before that I was able to catch up with him again over Skype and discuss how Vidar has come along, his thoughts on Early Access, and a few other things. In it I learned that his tentative plan for a full release for Vidar is October, that he is not relying on early access to finish the game (although it may let him reach some additional things and possibly stretch goals they missed on the Kickstarter), his thoughts on narrative design, and how he works with PlayCrafting New York teaching several one shot courses, including one on narrative design.
If you don't know anything about it, Vidar is an RPG-Puzzler where every night one of the 24 NPCs in the world dies due to a mysterious beast. Much of the game deals with the effects of death in the way the characters react to it and the way it impacts gameplay due to quests closing or opening. While I haven't had a chance to play it all the way through, I have played the game for several hours and find that it's really enjoyable with well-written and engaging characters who make you care about their stories. The puzzles are generally well-designed and varied in the dungeon, but I won't go in-depth on them here as we have a preview coming in the future on Vidar that will cover all of that more.
So take a listen to our interview here: