RiME devs discuss the game's rocky path to release

A portion of a Gamasutra interview with Raúl Rubio, CEO and Creative Director at Tequila Softworks...

GS: What lessons have you learned in developing Rime?

RR: In terms of creating a title and advice for game creators, people are going to laugh at you. It doesn't matter if people say you are like Journey, or Wind Waker, or ICO. If you really believe in your vision, follow it through to the end.

"Not pleasing everybody is part of the nature of this world. You can accept it and stay true to your vision."

I think one of the worst things you can do is say, "Yeah, maybe they are right. Maybe I should try to please them." You can't please everybody. It's okay.

Not pleasing everybody is part of the nature of this world. You can accept it and stay true to your vision. I'm not going to say that everything will be okay in the end, but at least you will feel good about yourself.

Every time people compare us with other titles, we see that as a compliment. Being compared with such titles is great and amazing.

No matter what your true references and inspirations were, it's okay. It's something that in today's world where everyone has so many eyes and a voice, and you are exposed to so much attention thanks to social media and everything, it requires a lot of strength to accept yourself. So, accept yourself.

Full interview here

from GoNintendo


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