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Sequence is on sale on Steam |
Listed in: Interviews, Deals Tags: DDR, indie games, jason wishnov, sequence, Steam, steam sale
Sequence: Imagine DDR meets Final Fantasy and that's just the tip of the iceberg.

One of the most fun and interesting game's I've played this year and it's a shame I didn't find it earlier (I've been busy) and I finally get to talk to one of it's creators, Jason Wishnov. The game is a fantastic blend that has a fun tongue-in-cheek RPG story but also a lot of other fun elements of gameplay that make it more than worth picking up.
I spoke with Jason Wishnov, the lead designer on the project about how the game came about and how it all started. How long have you been making games? Was it a passion when you were younger?
JW:As far as making games with the express purpose of, like, *selling* them, Sequence is my first one. I started in back in June, 2008, though it was part-time work up until within six months of release (May 2011, on Xbox Live Indie Games). Still, I always messed around with making games as far back as early high school...short, easy things, like, replicas of Mancala or Chess.
QJ: Where did the inspiration for Sequence come from? How long did you work on it?
JW: Sequence is, in a lot of ways, an amalgam of some of my favorite titles. The obvious influences would be Puzzle Quest and Dance Dance Revolution, but there's also some Amplitude, The World Ends With You, and a rare arcade game called "Flashbeats" by Sega. It was almost three years in the making to XBLIG, and then another four or five months beyond that to get it all up and running on Steam.
QJ: How do you feel about the current state of the games industry? Where do you see it in a few years?
JW: A lot of people decry the AAA development model and repetitive nature of the modern industry, but the advent of digital distribution platforms has really allowed the indie scene to rise up and offer some fantastic and unique experiences. Some of my favorite games of the past five years have been indie: Nimbus, VVVVVV, Minecraft, Aquaria, Super Meat Boy, Bastion, and more. And I have no doubt that Fez will blow my meager little mind.
I see motion controls sticking around, and the new round of consoles finally able to bring in some more "core" experiences using the Kinect and Move. The dedicated handheld industry probably won't ever be as strong as it once was, but the 3DS and Vita will manage just fine. I also foresee Iridium Studios' next game being super super amazing and blowing everyones minds, man. Like, wow.
QJ: Are you hoping to move to mobile platform gaming? Will Sequence be made for iOs or Android?
JW: Look, I'll be honest on this one: no. Not that I don't love a lot of mobile gaming experiences, but I don't think Sequence fits philosophically with what a mobile game should be: it's complicated, requires a large number of button presses, features long cut-scenes and isn't necessarily conducive to pick-up-and-play sessions while waiting for the bus.
I want to make grand titles, with stories that affect people, that can even change their perspective on certain issues. I want them to experience that in a proper medium and environment, money be damned: we won't be targeting iOS or Android anytime soon.
QJ What are you currently working on at the moment?
JW: Oh, that's the question, isn't it? We can't give away too much...we have a lot of pre production and prototyping to do before we're even sure what we want to do works out. It might be Sequence 2, it might not be. We've been doing a lot of support and what-have-you on Sequence even till now, but we're going to buckle down and really start to focus on the new project in January.

So go get Sequence! Go now, slap down less than $5 and enjoy the hell out of it into the new year. Also I'm strong in the belief that Sequence would make an amazing mobile game to play on long trips.
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