IIt's been five years since Tendershoot's wacky '90s internet simulator Hypnospace Outlaw, and this spiritual sequel was announced two years ago. In that time, as tech moguls buy up social media giants, Reddit gets monetized (and effectively censored) against the will of its user base, and AI becomes more and more prevalent, millennials' yearning for the lawless, algorithm-free days of the early internet is only getting stronger. At least, that's how creative director Jay Tholen feels.
“I knew things were bad then, but I didn't think it would get this bad,” Thoren says of the current state of the World Wide Web.
Both Hypnospace Outlaw and Dreamsettler are set in an alternate world where people browse the internet while they sleep. In the first game, you're put in the shoes of a forum moderator, helping to keep internet users safe by fighting piracy, harassment and illegal activity. In Dreamsettler, set between 2003 and 2005, players have more powers, this time playing as a private investigator looking to make a name for themselves.
It starts with players setting up their own page and choosing which part of the web they want to base themselves in, like Camp Rowdy, which Tholen describes as “kind of like Good Time Valley, but with a bit more of a country subculture.” Low-risk deals help build your reputation. Eventually, Sleepnet, the company behind Dreamsettler, will ask you to unearth something for them, and other powerful companies will start seeking your services, too.
Imagine you've been asked to investigate a murder that may be linked to a conspiracy theorist's personal web page. You'd start by skimming the news article to find the date of the accident, then look at people's pages around that date to see if they have any clues that might lead you to the crime.
After two years of development, there's still no release date in sight for Dreamsettler. “No game I've ever made has been in this situation,” Tholen says, only half-joking. “Publishers have given up on setting deadlines. They don't like to make too specific plans because it makes it very tedious, and they don't allow for iterative design.”
Besides bumping up the game's resolution from 480×270 pixels to 960×540 pixels (if you remember Windows 95, you know that was once a huge amount of screen real estate for a Web page), one of the hardest things for Tholen was pleasing everyone: He hopes Dreamsettler will appeal to both those who lived in the early days of the Internet (many of whom played Hypnospace Outlaw) and those too young to remember what a dial-up modem sounded like.
“I always have this rule implicit in my head,” he explains. “What you need to know to enjoy Dreamsettler needs to be found within the game. There's no 'you don't know what you don't know' reference. The game needs to have that information accessible somewhere so that every player can enjoy it.”
Source: www.theguardian.com