Immersion is a large field to cover in video game design. Ian believes that by following some simple rules you can help enhance your players experience from a first person perspective.
Ian McCamant is Tether’s lead narrative director. He has helped create a universe for Tether where choice oriented gameplay helps expand the story and where a narrative of psychological horror takes center stage.
Indie Revolution Expo is a 3 day digital convention (completely free) centered on indie games, hosted by Indie Game Riot where Tether was exhibited along side many other wonderful indies.
When we set out to develop Tether, we didn’t want to make just another first-person psychological horror game. We wanted to create something meaningful. We wanted to tell a personal story that works hand in hand with engaging gameplay. Hand in hand like a mother and her child. Which brings us to our game’s theme: motherhood.
How could a mother function being away from her kids? How could she function when “away” translates to being separated by the uncaring blackness of space itself? That question is at the core of Tether.
The game’s Creative Director, Mark Gregory, and Co-Writer, Ian McCamant, recently spoke with Indie Game Riot on the latest episode of their podcast. They gave some great insight into the development of Tether and game design in general, focusing on thematic concepts.