![]() At around the same time, there was this separate idea for a shared sketch that would display right in the browser, a new theme everyday, where everyone would be able to edit one square in the grid - to then decide through up and downvotes which parts of the grid would be replaced, creating a new sketch everyday that wasn’t drawn by a single person… but together by a whole group. In 2008, I emailed some of my friends with a rough sketch for a massive-multiplayer platformer, where the fun was seeing everyone else jump around and perform challenges. I’ve always had an interest in world and story-building platforms, and it’s what got me started with games programming in the late 90s, when I focused on creating choose-your-own-adventure systems and a graphical adventure creation framework. The idea for Manyland goes back many years, and was inspired by a lot of the games and virtual worlds from the 1980’s and 90’s - Lemmings, Zak McKracken, Worlds Away, Hunter, Great Giana Sisters, IRC… from adventures to platformers to chat communities. Manyland is co-created by Scott Lowe and me, and now evolved and built with a growing, terrific community… we’re really trying to invent a universe together. Philipp co-created the game with Scott Lowe and are currently evolving Manyland with a growing community who they put before anything else.Ĭould you tell us a little about the people behind Manyland? What got you guys together and how did you end up deciding to make Manyland? In this week’s interview with an indie developer, we caught up with Philipp Lenssen, one of the minds behind Manyland – a game created by its own players.
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