Naturally, the scale of effort required here is enormous. Playing Split Fiction feels like embarking on a journey where fresh mechanics make an appearance every quarter of an hour, while the older ones get swiftly retired. The challenge is ensuring each novel concept isn’t just a fleeting thought that vanishes without leaving an impression.
“There’s a portion in Split Fiction where you get to ride dragons,” one developer recalled. “Crafting just one of those dragons took about eight months. Back when I was newer in the industry, several team members questioned the effort by saying, ‘Why invest so much time into something players only engage with for around 10 minutes?’”
The developer continued, “But here’s the perspective shift. In films, even if a scene costs a fortune, you don’t just reuse it because of the high cost. I genuinely believe that part of what makes those moments memorable is their rarity. In gaming, there’s often this notion that expensive elements must be repurposed, but the magic lies in their uniqueness. Why diminish that initial wonder with repetition?”
Split Fiction pushes this principle even further by introducing segments filled with optional content. In It Takes Two, players encountered mini-games sporadically. However, in Split Fiction, these experiences are accessed via portals and unfold into expansive realms, offering so much more.
“In these segments, you’re diving into fully realized worlds, each with its own mechanics, sometimes new bosses, and distinct visuals. It’s as if you’re exploring nearly an entire new game within the game itself.”