The word count deluge is spread out over hundreds of small moments that one can discover, or not, depending on the choices they make of how to spend their time over a decade. It’s a card battler, narrative-focused RPG, where your deck is built by the experiences your character has and then used in small, poker-like minigames that effectively function as the game’s combat. Should we really be out there going to other planets, pushing ourselves into these new spaces? That's a major component of the story.īut with all that text, Exocolonist is not a visual novel, she adds. And it boasts 800 story events, 30 different endings, 25 jobs, and 10 dateable characters with a mixture of different types of relationships. Northway speculates there are around 600,000 words, or “like six books basically” in I Was a Teenage Exocolonist. “I wanted to kind of take that, reverse it so that you are the person: there's no adult, it's not a creepy little girl thing, and it's just your life growing up.”īut with five years and a lot more video game foundation to cook with, Northway and co-writer Lindsay Ishihiro were able to construct the premise in the context of an absolutely massive choice-based narrative. “It's all about super crunchy stats and choosing what she does every day,” Northway says. Her vision at the time was of a life simulator in the style of Princess Maker – a Japanese series where you’re the parent of a little girl and raising her to be a princess. It’s a brilliant encapsulation of what creator Sarah Northway tells me she set out to do when she first began working on the game in 2017.
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