The Order: 1886 Creative Director Talks About Inspiration and How Galahad Was Shaped by Gameplay

on December 8, 2014 8:49 PM

During the “Storytelling in Video Games” panel held at PlayStation Experience The Order: 1886 Creative Director Ru Weerasuriya talked about what inspired him as a writer, and how gameplay influenced Galahad’s character.

Weerasuriya mentioned that one of the biggest inspirations for him are other developers, bringing Naughty Dog and Tim Schafer as examples.

He also explained that what he wanted to do with The Order: 1886 is to see what was done before and figure out what he could do beyond that. He also wanted to tell a story not with one main character, but with multiple.

Weerasuriya also gave an example of  how game mechanics can improve storytelling at times: Galahad initially was supposed to be a hero trying to stop the rebel plot, so in the initial vision he would have been very careful about who he hurts and kills. On the other hand game mechanics dictated that he acted quite ruthlessly.

That made Weerasuriya realize that Galahad has lived long enough to understand that the end justifies the means. So from someone who was the protector of humanity, he became more detached from humanity itself, helping shape him as a character.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.
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