“This time around we put a lot of thought into what we could do to tweak the gameplay so it could be localized.” In Dead Time, instead of looking for word associations, you look for logically related items, which Aaron compared to the $100 000 Pyramid game show:
“They would have categories… it would be like ‘Things that Have Bells’ and so you would be like ‘Santa’s sleigh, a door.’ It would be things that weren’t specific to language, but they were still in the same vein… It’s about a real life connection where all of those objects can be translated into any language and still have the same connection.
“We introduced that as our core mechanic and then we came up with a couple of variations, because one thing people complained about [with the first game] was that, even if they liked the mechanic, there was no variation in it through out the course of the game and it ended up being a pretty long game, a lot to it. People just found themselves getting exhausted by it so we want to come up with some variations that could mix it up a little bit, so we have two variations that also come in:
“One is where you find objects that connect like ‘Rock, Paper, Scissors.’ That’s a little bit more subjective, because there are some phrases that are unique to different languages, but that’s something we’re balancing out as we localize. Then there is another one where you find things that are opposite: angel-demon, cat and dog, night and day.”