Devlog

My journey in game development 🧠

Escaping/Settling as a theme


We aim for Solen to be an adventure game with a darker twist, embracing a thriller/light horror vibe. Our goal is to strike a balance between the "cozy" and "dark" aspects.


To achieve this, we have chosen to explore the themes of "Escaping/Settling" in our game. These two opposing concepts are the feelings we want to evoke in the player to a certain extent. Aligning the emotions of the player character and the player themself enhances the overall experience. However, it's essential to note that, despite the immersive nature of the medium, it remains a fictional experience. The theme of "Escaping" doesn't necessarily translate to real-life situations; if a player truly felt the need to escape, they could simply turn off the game.


I will try to explain our reasoning and how we compartmentalized these two themes in terms of design/narrative.


ESCAPE

to get free from something, or to avoid something.


  • The beginning of the game sets the tone - the player character hadn't planned to be there and is stranded due to a car breakdown; their goal is to find a way to leave, which will be their objective throughout the game.
  • The notes found in the journal of the former manager suggest that things are amiss here, and he himself tried to leave, documenting his research. The player will rely on this information as well as their own knowledge of the world to attempt an escape.
  • The events and stories of the inhabitants can cast a shadow on the atmosphere, creating a sense of ambivalence where one can experience beautiful moments but also discover darker things.

SETTLE

to become used to and comfortable in new surroundings.


  • The obligation to do one's part, to work at the hotel, and to mingle with this new world.
  • The necessity of getting closer to the inhabitants to learn more and build genuine relationships along the way.
  • The obligation to understand one's new environment well to decipher situations that hinder progress in the story.

The case of Spirited Away - Escaping/Settling

Chihiro finds herself unwillingly thrust into a fantastical world, compelled to work at the bathhouse to avoid fading away. Her goal is to save her parents, who have been transformed into pigs, and return home with them. To achieve this, she must forge relationships with the inhabitants, learn from this new world to navigate unfamiliar situations, and contribute by working there.


Spirited Away, Studio Ghibli