Walk of Life Devs Talk Long-Term Vision

Walk of Life Devs Talk Long-Term Vision

As a seasoned journalist with years of experience under my belt, I must say that this interview was nothing short of a breath of fresh air. The passion and determination radiating from the team at Porcelain Fortress is truly inspiring. Their vision to create games inspired by the classics, using modern technology, is a testament to their dedication and love for the gaming industry.


The new game on the horizon, titled “Walk of Life,” serves as the sequel to the hit life simulation board game “No Time to Relax,” released in 2019. Developed by Porcelain Fortress from Iceland, this game aims to refine and extend the mechanics established in “No Time to Relax.” Players can expect a larger, more diverse gaming experience with the sequel. The release on Steam early access is expected around 2025.

Game Rant recently sat down with Ingólfur Ævarsson, CEO of Porcelain Fortress, and Diðrik Steinsson, their lead designer, to delve into the intricacies of their upcoming game, “Walk of Life.” They shared insights on the project’s concept and how it will expand upon the gameplay mechanics established in “No Time to Relax.” Additionally, they touched upon the increasing influence of Iceland within the video game industry. For your convenience, this interview has been condensed and clarified.

Walk of Life Devs Discuss Its Core Concept

Q: Can you explain the concept of Walk of Life?

Aevarsson: The game Walk of Life is inspired by our previous title, No Time to Relax. Essentially, players navigate through the grind of everyday life, starting from humble beginnings and climbing their way up. They can pursue education, land better jobs, perhaps secure dream homes, all while striving for a more fulfilling existence. At its core, it’s a hilarious game that pokes fun at friends who may not fare as well or make poor choices. Our prior game gained immense popularity, with streamers from various regions such as Thailand, Brazil, the US, Germany, and many others worldwide playing it, accumulating millions of views due to its relatable humor and intimacy.

The game is straightforward yet rich in layers, as demonstrated by “No Time to Relax.” However, this was our debut project and was developed within a short span of six months. As we engaged with our player community, we discovered an abundance of features they desired. We recognized the potential to deepen that gameplay experience. Essentially, we yearned to revisit it, enhance its elements, and incorporate these additional possibilities, which led us to “Walk of Life.

Q: How does Walk of Life iterate on No Time to Relax’s formula?

Ødinsson: With the title No Time to Relax, we established a fundamental gameplay loop that, once grasped, became quite repetitive without much room for progression. Despite this, it was incredibly enjoyable, prompting us to explore new ways to both engage and win within the game. To achieve this, we are enhancing the gameplay mechanics significantly, as well as incorporating single-player campaigns and additional features that cater to player requests. In the upcoming version, players will assume various roles, and during early access testing, we aim to introduce novel playstyles to deepen the gameplay experience.

Walk of Life Devs Talk Long-Term Vision

Walk of Life’s Single-Player Options and Art Style

Question: Does Walk of Life have any features for solo play, allowing someone to savor the experience individually without relying on companions?

Åsvörsson: Our plan is to eventually introduce a single-player mode that takes you on a narrative journey, although it might still be some time before we can confirm this. For now, players can always challenge the AI, but we’re also exploring the possibility of teaming up with friends in cooperative gameplay rather than competing against them. This is something we are seriously considering as part of our ongoing development process.

Steinsson: Just to be clear though, we will not have any single player in the game’s early access.

A: Why did you decide to capture the charming, retro-nostalgic feel of ’90s cartoons in your artwork?

As a gamer, I can tell you that when we were developing “No Time to Relax,” our goal was to bring a lively, sitcom-esque atmosphere into the game. It was like reminiscing about those childhood cartoons that always made us chuckle, think of shows like “The Simpsons” and “The Flintstones.” But instead of stopping there, we wanted to blend it with the modern wave of animated sitcoms such as “Futurama” and “Rick and Morty,” making it feel like you’re diving into a video game set in a cartoon sitcom universe. Our art team drew inspiration from these ideas, aiming to create something intricate, detailed, and full of animation, pushing the boundaries as much as possible, which is exactly what we did with “Walk of Life.

Walk of Life Will Have Several Different Ways to Play

Walk of Life Devs Talk Long-Term Vision

As a gamer, I’m curious about the variety of roles and playstyles mentioned in the press release. Can you give me more details about these distinct options and how they might affect gameplay?

As a gamer diving into this project, I can’t delve too deeply into specifics just yet since we’re still ironing out certain aspects. However, here’s the gist: In the original version, every player was on the same path with shared objectives and consistent gameplay. Our aim now is to offer players a choice at the start – a choice of direction within the game and unique goals. This diversity in paths will reshape the gameplay experience, influencing the objectives you pursue and ultimately, how you engage with the game.

Q: Will Walk of Life get a console release at some point?

Eavarsson: You can play our game, No Time to Relax, on Nintendo Switch, PlayStation, and Xbox platforms. We’re aiming for this game to reach those platforms, and given its popularity on the Switch, it’s a direction we’re definitely focusing on. However, we’re not setting any specific timeline for it at the moment.

Iceland’s Place Within the Video Game Industry

A: Could you tell me what makes the video game development scene in Iceland unique compared to other European countries?

Ævarsson: From two distinct perspectives, Iceland appears as an isolated iceberg in the vast ocean. Living here feels like residing in a unique realm that necessitates innovative thinking. Our country boasts a rich tradition of storytelling and creativity, a trait deeply ingrained within our community. We’re essentially transferring this artistic flair into the gaming universe. Based in Iceland, CCP Games has been instrumental in this journey. This homegrown company serves as an inspiration, not only for us but also for those starting their careers in video game development, eventually leading them to join other companies or even establish their own. Having such a central hub with a strong influence is truly advantageous. In addition to Parity Games and ourselves, there’s Solid Cloud as well, contributing significantly to our thriving gaming scene.

In addition to numerous other businesses in Iceland, we have a strong focus on cooperation with Finland, learning from their methods and collaborating with many Finnish entities. Our team within the Icelandic ecosystem is highly collaborative, viewing success for our sister companies as our own success. Although we don’t officially partner with them, we support each other to foster growth within the Icelandic industry. The creativity nurtured in this environment and the guidance from a “big brother” company like CCP are key factors driving our progress at present.

Steinsson: It’s worth mentioning that Porcelain Fortress draws inspiration from CCP, even though we aren’t connected to them officially. In our home country of Iceland, we view each other more like an extended family.

Walk of Life Devs Talk Long-Term Vision

What’s your perspective on how the video game industry, particularly in Iceland, might develop in the upcoming years as it continues to advance rapidly?

As a passionate gamer, I’m excited about the growth we’re witnessing here in Iceland. Sure, CCP is already a powerhouse, but it’s not just them. I believe we’ll soon see more substantial gaming entities emerging, right here in our vibrant gaming landscape. And let me tell you, our government has the resources to nurture and grow these new ventures. I envision us having a couple of medium-sized companies, perhaps even as significant as CCP, but with a host of smaller studios surrounding them too.

In essence, our location – smack dab in the Atlantic Ocean – isn’t conducive for large-scale production as we primarily export to foreign markets. However, the infrastructure and growth within our gaming sector in Iceland is impressive, with Finland and Sweden serving as key inspirations. We see a clear blueprint in their success story for building up an industry like ours in gaming, and there’s immense potential for the Icelandic gaming industry to keep thriving along that path.

Steinsson: Sweden is viewed as the Nordic region’s leading gaming hub, while Finland serves as a source of inspiration. Iceland has been receiving more government backing, but there are no specialized gaming grants, tax reductions for gaming, or similar incentives in place. Other countries have surpassed us in this area when it comes to government funding, particularly in gaming-related initiatives. We’ve managed to access technological development funds, but we’re competing against countries that offer their own unique gaming financing and reduced taxes specifically for the gaming industry.

It’s my belief that we’ll make it to our destination, undoubtedly. What makes Iceland and its people unique, what keeps us going, is an indomitable spirit often referred to as grit. This resilience is the reason why establishments like CCP continue to thrive. Our country boasts a vibrant gaming culture, possibly making us world leaders in video game companies per capita! We’ve built these companies from scratch with limited resources. Unlike the Nordics, the UK, and other parts of Europe, we don’t have specialized funding for gaming at this moment. However, it’s our grit and determination that drives us towards success.

Q: What is your long-term vision for Porcelain Fortress?

As a gaming enthusiast, I’m all about breathing new life into classic games using cutting-edge technology. It’s not just about party games; we’re talking about the timeless titles from our past that sparked our imagination. We’re on a mission to identify a niche in the market where we can excel and bring these cherished games back for players who yearn for them. We firmly believe we can take these ideas, polish them, and create something extraordinary. Simply put, our passion is crafting top-notch games. Having worked with subscription-based gaming companies in the past, I’ve found a deeper satisfaction in the free-to-play model. The thrill of developing an exceptional game, sharing it with the world, and then starting the process all over again is what drives me.

Steinsson: Our goal is to create fresh experiences based on enjoyable gaming memories from our youth. This idea serves as the foundation of our creative approach within the company. We aim to develop games that we can all enjoy playing together, rather than focusing on competitive gaming. While there may be competitive elements, the main focus should always be fun. Whether you’re winning or losing, the key is to have a good time. That’s what really matters here at Porcelain Fortress.

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2024-11-14 19:25