

Humanity apparently gained access to magic from the Fae, mysterious mythical beings who recently turned up again after a long absence. This magic allowed humanity to build a network of portals (basically, Victorian Stargates) to other fantasy realms. Nightingale is set just before the turn of the 19th century in an alternate Victorian world where magic has existed for hundreds of years. We just evolved over time with new ideas and new thoughts and new gameplay iteration to say, 'Yeah, this feels really good.' " "What has remained the constant in all that has been the passion for world-building, this idea we want to create a universe for players that they can invest their time in, that's going to have discovery around every corner, where players are going to feel rewarded for putting their time into it. ad they seem to resonate with the world we're building and some of the fundamental choices we'd made early on, like, create a world that is highly interactive, and really empower players to do what they want. "Over the past couple of years, we just found these new opportunities to take the game and new places we could go.

"We had imagined the kinds of things we would build in this game, and the kinds of things players would get to do in this game," Flynn says when I ask about the change in genre label.
