“I can’t remember when I came up with the idea for a world within a world,” he says. Lemoore does not remember what sparked the initial idea of creating a recursive puzzle game, but it’s something that had been with him for a long time. “There was something magical about seeing the physics of one object moving twice.” Over a lengthy conversation, Lemoore detailed the long history behind Maquette’s creation: from gameplay to narrative to music to visuals, every part of Maquette was crafted with the other parts in mind. Out of admiration, and profound curiosity for how such design came to be, I talked with Hanford Lemoore, Maquette’s creative director. In other words, Maquette is a game of immense insight and an uncommon, gestalt experience. Strange but poignant, this gameplay mirrors the wounded psyche of the protagonist and offers a window into their psychological journey. As the person combs through ephemera, the player lives out the memories from an abstract perspective – solving puzzles in a recursive world where any changes to an object are copied in larger and smaller environments that are exact replicas of the player’s immediate reality. Players take on the role of an individual as they look back on a previous relationship. It’s a truly rare feat – and it’s one that was recently accomplished by Maquette, developed by Graceful Decay and published by Annapurna Interactive.Īs we described in our review, Maquette is a game of harmony where gameplay and story enhance one-another. Shooting down crazed lunatics in Bioshock makes sense in the world and story, but what value does it have to the player other than to entertain? Once in a while, a game will come along that manages to bridge gameplay and theme. Even the best, most artistic of games often use gameplay as simply a means to drive the narrative and entertain the player.
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