Video Games
A Behind the Scenes Glimpse Into Starfighter Inc.

Impeller Development Team | 12 May 2015 11:00
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Granted, that's what the most immersive video gaming is in a nutshell - simple and easy to grasp on the surface, but unimaginably vast and captivating if you're willing to look in a little deeper. As a storywriter I can vouch that the best novels that remain cult classics are those that are more than just stories, they're worlds as well - Lord of the Rings, Dune, Game of Thrones - tales you can read for the characters and plot but can also get you lost in places living and breathing. Video gaming has plenty of its share too - Sid Meier's Alpha Centauri, Mass Effect, Dragon Age - and soon, Starfighter Inc., games you can play to have a blast, but also games you can play to get lost in.

That's what we promise to bring to you.

Coray Seifert, project writer on Starfighter Inc.

Working with these hard science lunatics has been absolutely fantastic.

I'm not exaggerating when I say that 40% of our meetings devolve into arguments about physics (and Ion engines, and near-Earth production platforms, and what happens when your head gets blown up in zero g). As the writer for a project like that, let's just say the feedback has been pointed and well-sourced.

While I have experience with writing for speculative near-future settings (Homefront and Frontlines: Fuel of War both explored environmental and societal collapse amidst a global energy crisis), this project has brought me more narrative growth than any I've worked on. The thing about working with hard science is that it forces you to abandon all of your beloved science fiction tropes; those wonderful assumptions you can make of an audience well-versed in sci-fi lore.

The Intergalactic Council? Nope.

The mysterious alien zealots bent on adding humanity to its panoply of subjugate races? Hah. No.

One all-powerful force controlling everything? Yeah, I paid for that one ...

Once all of the tools in your Writerman Utility Belt have been stripped away, you're forced to come up with new ways to dispatch your narrative foes. Do deep research. Work within the confines of a very strict set of creative bounds. Push yourself to create the emotional and aspirational universe you want without relying on magic, hand-waving or small furry creatures (I know, I was crushed too.).

The funny thing is that these creative bounds really allow you explore new territory and create a universe that is both compelling and deep. When so many easy options are eliminated by your ruthless Lead Designer and maniacal creative director (not to mention your well-read science consultant), you start working on different vectors than the rest of the games out there and the result is accordingly unique.

We're extremely pleased with both the day zero narrative in place for launch and the deep plot that we plan to roll out over the lifetime of this franchise. We hope our audience will love setting aside The Force for a bit and diving into a fresh new universe of interstellar corporate espionage, military-industrial complexes and a representation of humanity driven by economic, personal and professional desires.

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