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You might get a few hard knocks.""We want people to say, 'oh, this is too real.I play this game for escapism and I feel like an awkward teenager going to school again! "I think it’s more fun when suddenly you’re caught off-guard and you thought you were living an idealised life and these characters have their own independence.""Yeah, I think that’s key," Brice adds.But we know all of the surrounding lore now, more or less."At the moment, Chucklefish is figuring out what amusing situations they can put these characters into.Spellbound's dating system will be more true-to-life, rather than playing out as an idealised romance, with some of the perils that come with that.This is still very early on in development—founder and director Finn Brice says a formal announcement is "maybe quite a way off", and suggests that it's around a three-to-four year project in total.
"We want to hit close to home, but in a way provokes that intense nostalgia.
"We know about the larger, overarching world stuff," says Brice. It’s not trying to be high fantasy, it’s not trying to tell a particularly dramatic story.
It's in that Harvest Moon/Stardew Valley vein of, here’s a world, enjoy being in it, learn something from it, maybe make it your own a bit.
But ultimately you’re not going to have a horrific time, and it’s going to work out in the end—and you’re a wizard right? ""It’s very young adult literature in a lot of ways," says Baylis.
"We’re taking that idealised heroism away from you and you’re just another awkward teenager at a school of awkward teenagers.""I think it’s worth pointing out that we’re, in general, not just out of coincidence, a young company," says Brice.
"This project is really a culmination of what we do, in bringing games forward and addressing lots of them in one project," Brice explains.