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Prologue is a survival game, but it’s notjusta survival game.

And being part of that grand experiment means that it doesn’t have to obey traditional genre laws.

A campfire in a dark forest at twilight

From what I’ve seen of Prologue so far, he’s right.

The survival elements, Davidson explains, go “on top” of that machine learning-driven world-generation tech.

“I think there’s a lot of preconceived notions when you say ‘survival game’.

Prologue

What we’re trying to do is really put back the human element.”

But sometimes you go back and you find it’s possible for you to do it differently."

All without going ‘but do we?'"

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In Prologue, however, “we’re not doing that.”

That might work for something relatively simple, but it quickly scales in complexity.

Perhaps ‘most people’ could light a fire, but could they build a shelter or repair a generator?

A misty, forested mountainside in Prologue: Go Wayback!

Are ya winning?

“We really play on the delayed gratification of finding your own way.”

‘Fun’ is an interesting concept for the developers behind Prologue.

A hand holding a compass in front of a wooden cabin

It’s a word that Davidson says the team tries not to use.

But you won’t know that until that specific point."

Speaking to the team, I’d already suffered at the hands of that design philosophy.

Prologue

But that conjures its own problem - what if you never find those tools?

“That’s something we’re going to have to work out,” Davidson says.

We really play on the delayed gratification of finding your own way.

A gloved hand holding a compass in a snowy field

It’s like you’re playing Call of Duty, and then the war is over."

Prologue

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