Log in

goodpods headphones icon

To access all our features

Open the Goodpods app
Close icon
Press Play - #1 - The Making of Tick Tock: A Tale for Two

#1 - The Making of Tick Tock: A Tale for Two

01/14/20 • 31 min

Press Play

Tanja Lind Tankred and Mira Dorthe met as students at the IT University of Copenhagen in Denmark. Both came from a bachelor’s literary background. Tankred a bachelor in comparative literature, Dorthe a bachelor in creative writing and linguistics. At uni in Copenhagen, they both studied a masters in game design. It’s there they first meet at a Magic The Gathering event.

“I remember coming over to Mira very carefully, a little nervous, saying, ‘should we maybe write a thesis together?’ because we were interested in the same things, we both really loved narrative in games,” says Tankred.

Adds Dorthe: “I wasn’t so sure at the start. None of us had written anything with anyone else before. Very lone wolf people in that regard, so we were just like, ‘okay, we should just try this’ and then we just had the same vision from the start which was really cool that we came up with the idea of the game we just released.”

In the mid 2010s, two women met at uni and worked on a joint thesis on how to make a game featuring narrative that allowed for two players to share within the same narrative without being online across two devices. What it turned into was Tick Tock: A Tale for Two, a game designed around two players that could be played on two devices and inspired by escape rooms as well as the fairytale stories of Hans Christian Anderson.

This is the story of how Other Tales Interactive found its footing with Tick Tock and how it was learning to make a game as it went on.

plus icon
bookmark

Tanja Lind Tankred and Mira Dorthe met as students at the IT University of Copenhagen in Denmark. Both came from a bachelor’s literary background. Tankred a bachelor in comparative literature, Dorthe a bachelor in creative writing and linguistics. At uni in Copenhagen, they both studied a masters in game design. It’s there they first meet at a Magic The Gathering event.

“I remember coming over to Mira very carefully, a little nervous, saying, ‘should we maybe write a thesis together?’ because we were interested in the same things, we both really loved narrative in games,” says Tankred.

Adds Dorthe: “I wasn’t so sure at the start. None of us had written anything with anyone else before. Very lone wolf people in that regard, so we were just like, ‘okay, we should just try this’ and then we just had the same vision from the start which was really cool that we came up with the idea of the game we just released.”

In the mid 2010s, two women met at uni and worked on a joint thesis on how to make a game featuring narrative that allowed for two players to share within the same narrative without being online across two devices. What it turned into was Tick Tock: A Tale for Two, a game designed around two players that could be played on two devices and inspired by escape rooms as well as the fairytale stories of Hans Christian Anderson.

This is the story of how Other Tales Interactive found its footing with Tick Tock and how it was learning to make a game as it went on.

Next Episode

undefined - #2 -  Cris Tales: From Japan to Colombia, With Love

#2 - Cris Tales: From Japan to Colombia, With Love

When Final Fantasy 4 released in 1991 in Japan, it marked the beginning of one of the most influential periods in the JRPG genre and signaled one of Square Enix’s – or SquareSoft as it was then – most successful periods ever. Not only with FF4, but with 1994’s Final Fantasy 6 and 1995’s Chrono Trigger. Now, nearly 30 years on since it began, that successful trifecta of games will influence an upcoming JRPG with massive promise. The kicker? It’s coming from a small indie team in South America.

Cris Tales, announced last summer at E3, is a homage to some of the most famous JRPGs of all time. You play as Crisbell, a heroine who’s had recently awakened time powers and must save the world with her fellow companions Cristopher and, wait for it, Matias the frog. Seriously. But the big twist isn’t within the game, but outside it. Cris Tales is not your usual JRPG. This is not being made in Japan, but rather in South America. Specifically, Colombia. It’s an odd mix when you think about it, but it’s definitely different and unique.

Executive producer Derek Neal describes how those games help bring together a fusing of Columbian and Japanese cultures.

“You know, my favorite games from history are things like Final Fantasy 4 and 6, Chrono Trigger, Secret of Mana, these kind of SNES classics from my childhood. Again, I basically had played all of the same games and had a very strong passion for them. And they really wanted one of the things that we both sort of feel is that modern RPGs have strayed very far from those roots. Like there’s been lots of interesting evolutions and changes to the genre over time.

"But we were nostalgic just for the experience that we had back when we were kids working on those games. And so, [studio head of developer Dreams Unincorporated] Carlos [Rocha Silva] really wanted to bring that to people, the RPG fans of today and kind of create something that was, you know, a more direct evolution of those formative experiences from our childhoods.”

Episode Comments

Generate a badge

Get a badge for your website that links back to this episode

Select type & size
Open dropdown icon
share badge image

<a href="https://goodpods.com/podcasts/press-play-186163/1-the-making-of-tick-tock-a-tale-for-two-16898220"> <img src="https://storage.googleapis.com/goodpods-images-bucket/badges/generic-badge-1.svg" alt="listen to #1 - the making of tick tock: a tale for two on goodpods" style="width: 225px" /> </a>

Copy