

It’s also worth mentioning that once you decide your game is going to have a story, it becomes important for the plot to cohabitate with the general design and mechanics. It’s easiest to begin with the plot, perhaps. What is our relationship with technology? Is it physical? Metaphysical? Is there a point where we’ve crossed a line, or more accurately, blurred one? It’s heady stuff, certainly, but for a game that’s focused on these themes, a more immediate question rears its head: Where does all this fit into a horror game?Īs it turns out, that’s a rather tricky question to answer. It’s the kind of far-future spitballing that science fiction daydreams about, and games like SOMA like to contemplate. Whatever form our future takes, our fascination with computers is deeply intertwined on a path to some eventuality, or as futurists propose, a singularity. Maybe it’s a chip in our head, or an earbud we’re always wearing, but most certainly, the goal will be to enhance our lives, and all the work we’ve done in developing interactive software will have served as countless steps toward something greater than itself.

Inevitably, technology will reach a point where interactive mediums like video games and VR are remembered fondly as practice towards using something far more sophisticated.
