Elegy for a Dead World is a game about writing and spurring creativity in the players, quite a change of pace for the team at Dejobaan Games. Ichiro Lambe, the founder of the fine studio, took some time from his busy schedule to answer my questions.
Could you give us some background about Dejoban Games?
How did the idea for Elegy for a Dead World come to be?
Since around 1984, when I was plinking around on an Atari 800, I’d wanted to do a game where you spent the game walking to the right — a side-scrolling thing. That’s what we prototyped during the week. Ziba suggested we theme the game around British Romantic era poetry, which seemed totally out-there and awesome. The writing mechanic came about as a side effect of people telling us their interpretations of our worlds.
Elegy for a Dead World is drastically different from every other game in the studio’s catalog. Why did the team forgo the zany experiences you are known for and instead deliver a game that is more subtle and thought-provoking?
The game is not only different from your past games, but also from everything on the market. Why did the team want to create a game that stimulates more creative thinking and tap writing potential?
I work as a tutor and see the potential to use the game in a teaching environment. Is this a hope the team has for the game or a goal they had in mind during production?
- Australia: Vermont South Special School
- Brazil: Pontifical Catholic University of São Paulo (PUC-SP)
- Canada: Thomas Haney Secondary
- Denmark: Skovvangskolen
- Netherlands: Rotterdam University of Applied Sciences /Willem de Kooningacademy
- Norway: Magnor Skole
- Sweden: Vanforeningen Lilla Akademien
- Sweden: Bokenskolan
- Taiwan/Taipei: Taipei European School
- UK: University of Hertfordshire
- UK: Jubilee Academy Mossley
- UK: Archbishop Temple School
- UK: Wybourn Community Primary School
- UK: Davyhulme Primary School
- UK: Brockwell Junior School
- USA: University of Illinios at Urbana Champaign
- USA: The Winston School
- USA: Mountain Valley High School
- USA: High Technology High School
- USA: Provincetown Art Association and Museum
- USA: Salpointe Catholic High School
- USA: Dakota State University
- USA: Chalone Peaks Middle School
- USA: Landmark School
- USA: Rensselaer Polytechnic Institute
- USA: Brickton Montessori
- USA: El Sausal Middle School
- USA: New River Community College
- USA: Arizona Agribusiness and Equine Center (Charter College Prep High School)
- USA: Springwater Environmental Sciences School
- USA: Making Community Connections Charter School
- USA: Peoria Regional Learning Center
- USA: University of Montevallo
- USA: Haddonfield Friends School
- USA: Westinghouse College Prep
- USA: Lake Forest High School
- USA: Rindge Avenue Upper Campus
- USA: Jacksonville State University
With many people, I find the hardest part of the writing process is simply starting to write. How difficult was it to craft an experience that prompts and encourages the player to write?
The visual style of the game is extremely striking. Were there any specific inspirations when crafting the game’s visual style?
During my time with the game, there seemed to be a solid community response to the game. How has the response been so far? Is it what you expected given the unique nature of the game?
What are the plans for the final version and supporting the game post-launch?
Why the decision to take this title to Kickstarter?
Any questions you have for myself or a message you want to deliver to our readers?
[IL]: Humans are naturally creative, and we live in an age where we’re supremely connected, and can tell each other stories easily. I want to hear ’em all.