Dear Esther – Source. The best community-created story campaigns
Table of Contents
- Engine: Source
- Evolved into a standalone title: yes
Dear Esther was originally intended to be a piece of code created by employees of The Chinese Room willing to experiment with the convention of the game as part of a research project at the University of Portsmouth. The lecturer Dan Pinchbeck was able to develop this project thanks to a research grant.
However, the interest in this experimental production turned out to be so great that the commercial edition of Dear Esther was continued by Robert Briscoe, a former employee of DICE. Production costs were returned after just six hours (sic!) from release, and the game quickly became the loudest independent release of 2012. It won a whole lot of awards, proving that artistic success can go hand in hand with commercial one. Without big corporations – just a group of talented enthusiasts. Probably that's why it was so successful.
The entire game can be completed in just under 2 hours. The term "complete" is not the most precise in this case. The player's task is limited to wandering along the coast and collecting lost scraps of a letter, which the hero comments in his thoughts. Importantly, they paint a little different picture each time. It's up to the player to put the pieces of the puzzle back together into a coherent story. This gives an almost infinite number of variations of both the story itself and its interpretation.