![]() ![]() **Open Sorcery has a variety of decisions and changes that can be made to affect the final confrontation and the outcome for all of the characters. I was powerfully inspired by the Twine game *My Uncle Who Works at Nintendo.* It pushed the envelope with text based games and it blended technology and mysticism into beautiful horror. And she came packaged conveniently with goals and gameplay: she needs to protect her network. And if a firewall had a personality, what would she be like? Protective and intense and passionate. It started with the paradoxical idea of a magical firewall. My game flowed naturally from the idea of intermingling magic and technology. **How did you come up with the idea for your game? Did you draw on inspiration from playing other titles?** The idea of magic being as rigorously explored and creatively fiddled with as Computer Science delights me. Both filled with intricate rituals that you have to do to make things work. Little understood fields with their experts/priests. I find magic and technology to have MANY fascinating similarities. #OPEN SORCERY SEA PROFESSIONAL#And before becoming a freelancer and developer I was a professional programmer. I research and respectfully play with different legacies of magic we have, both real and fictional. I have always been fascinated by magic and ritual. The technology/magic fusion that is Open Sorcery is inspired by my own life. What inspired you to create such a unique setting?** **The world of Open Sorcery blends arcane rituals with debugging protocols. I made the color palette flip when you start dreaming to visually express how different that experience is. The color palette of Open Sorcery was chosen to resemble a DOS interface, but with shades of red so that it has a sense of warmth to echo the protagonist's fiery nature. How did you decide on your design themes for the game?** **Open Sorcery uses contrast and color really effectively. I'm currently entranced with* Cultist Simulator*. I am perpetually inspired by other indie games. Interactive Fiction was a big influence, including *Zork* and anything by Emily Short. #OPEN SORCERY SEA SERIES#I loved the *Quest for Glory* series of games, and a lot of my love of puzzle logic comes from that and other early Sierra games. **What are your favorite games or influences?** ![]() I've ported over many of the design strategies and techniques for eliciting feelings. I've always loved video games, and before getting into making them I designed and ran tabletop games and LARPs. I've been developing video games formally for three years now. **Prior to designing games, were you a game enthusiast?** I regularly freelance as a writer for larger developers to support myself, and that's fun. And it means I have to be very disciplined about getting things done since I'm only accountable to myself. This is freeing, but can be a little lonely sometimes. I am a solitary developer! I contract artists for logos and art pieces to use in my games, but for the most part I work entirely on my own. #OPEN SORCERY SEA CODE#This blend of runes, computer code and ghostly danger comes from the magical mind of Abigail Corfman.* Though a series of interactions with the people it protects, BEL/S can learn about the workings of the world around her and develop deep connections with her protectees. *Using a subtle blend of magic and code,** () **tells the story of a sentient firewall after its initial activation. *Any sufficiently advanced technology is indistinguishable from magic. ![]()
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