This War of Mine | War Stories (2025)

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Hi.

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I'm Alexander, a senior game programmer of This War of Mine.

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This is how we turned a modern sim game into a

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visceral experience about civilians at war.

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At 11bit Studios we started with Anomaly series,

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which were a games that inverted tower defense idea.

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Then we moved into some mobile games,

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that weren't really successful.

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But everything changed for us when

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we developed This War of Mine.

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The game was developed by

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a core team of about 20 people.

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But at the end of the production we've

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had 35 people on board finishing the game.

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The vision of the game was quite clear from the beginning.

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To tell a story about civilians at war.

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The terrible conditions at war.

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The war always happens at somebody's doorstep.

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We wanted to create something more than a game,

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something that can take serious topics into consideration.

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Maybe raising some questions with our story.

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The basic concept of the game came from

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the description of everyday life in

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the besieged cities like Sarajevo.

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The people there had to hide themselves in

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their homes during the day,

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and look for some supplies during the night.

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Civilians that were cut off from the rest of the world,

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that had scarce supplies.

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We wanted to depict the conditions of war,

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of all the horrors that involved it.

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The people faced those things,

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and how did they cope with them.

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These kinds of stories are still living inside our families

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as we are in Poland.

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We've heard a lot of stories from our grandparents.

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So that was our main inspiration.

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From the beginning this was our goal.

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To create an emotional experience for the player.

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We wanted to give the player a feeling,

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that there is no safe place in the game.

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The shelter can be raided by some bandits or deserters.

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And it is exposed to the harsh conditions of weather,

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winter,

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cold,

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wind and so-on.

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The only thing we needed to adjust was the game mechanics.

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Our main inspiration was Papers Please.

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A game that told the story about the

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difficult situation in our totalitarian country.

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They used only game play mechanics to

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involve the player into a system that

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he wouldn't like to be at.

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We chose the pencil-like filter,

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like sketches from the pencil.

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Which also distorted the image so that

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there's always a tension in every single second of the game.

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Problems showed up when we were deep into development,

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and we had all the basic mechanics figured out,

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and implemented in the game.

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We created a good game about managing the

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lives of the civilians.

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We created systems that supported that.

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Diseases.

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Terror.

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Raids.

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We created a complicated inventory system,

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that had some slots for every single item type.

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And at some point we figured out that

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this is not really what we wanted to achieve.

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We realized that we made a game about management.

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A manager of civilians at war.

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A war sims as we like to call it.

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We didn't want that.

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Our goal was to created a story,

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to tell the people that in war that everyone is a solider.

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We wanted to show the player the

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consequences of his actions inside the game world.

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The player didn't have emotional

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connection with the characters.

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It felt like a good simulation of civilians at war,

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but with no emotional impact on the player.

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So we had to take a step back and

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think what of these mechanics are really felt necessary for

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the message that we wanted to deliver.

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Our first idea to evoke some emotions on

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the player was to set a trap.

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To create a place where every decision the player makes,

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is the wrong one.

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We created a lot of behavioral patterns for

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the characters in game.

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Every character the player faces acts different.

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They would either greet them or just ignore the player.

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Some of them want to attack the player,

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and steal their goods.

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Some of them just defend the people they love.

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But depending on what the player does in the location.

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For example when the player steals something,

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or beats somebody,

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or is aggressive,

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behavior of the character starts to be different.

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They react on the players actions with aggression,

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with fear,

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all kinds of emotions and all kinds of reactions.

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So we created a house with an elderly couple inside,

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and when the player gets there,

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looking for supplies,

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the couple is terrified.

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They don't do anything about the

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player being inside the house,

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aside from begging the player not to

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steal their medications or their food,

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because they will just die.

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And the player who is also in harsh conditions,

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really really needs food and medications.

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He is introduced into a choice.

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Whether he steals the medications and

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the food from the couple,

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or leave them behind.

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But he is exposing himself to the dangers of war.

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Without these supplies the people he is

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taking care about are more likely to be dead.

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So when the player steals the elderly couples supply,

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and revisits the location later in the game,

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he finds the couple dead inside their bed.

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With the elderly couple's house we set an emotional trap,

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and it worked.

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Every single choice the player makes is wrong.

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There is no right answer to that.

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And that was the first time the player felt a

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connection between his actions and the in-game world.

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But that was not enough.

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So we introduced the depression level system.

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The player already cared about what he saw around him,

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but he controlled his own characters like drones.

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After we contacted some psychologists,

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we created some archetypes for our characters.

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The depression affected by a lot of actions like,

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helping others,

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stealing,

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giving some resources to our visitors.

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The altruistic character would like to help others while

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survivalist wants to save all the resources for themselves.

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You the player decides to steal something,

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an altruistic character would be more

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depressed after that action.

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But a survivalist would say that,

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hey I'm the most important character here,

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I want to survive.

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After a certain amount of traumatic events that can occur,

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it comes to a breaking point.

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So an altruistic character can become indifferent.

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A survivalist can fall into paranoia.

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The character gets sadder and sadder,

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to a point when it had impact on game-play mechanics,

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as they were slower when more depressed.

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The characters could fell into alcoholism.

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They react with some emotional problems instabilities.

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They can run away from the shelter to find another home.

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And they can even commit suicide if

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the trauma is too big for them to handle.

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Up to a point we he directly disobeys the player,

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and the only thing the character can do is

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just lay on the ground because

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he lost all his hope for living.

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This is a sad game.

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So we thought that was it.

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The player was overwhelmed by

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the consequences of his actions.

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It changed the drones that the player

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controlled into a believable human-beings.

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But that still wasn't enough.

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There was something missing.

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Michat Drozdowski our Creative Director

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made an observation on that when the

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player faces something that he does not understand

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that seems random to him,

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he feels that he loses control.

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And the feeling of lost control is

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an essential part of the game because

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the player loses control,

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he starts to pay attention to every

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single detail that can help him.

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He's trying to get a hint from basically anywhere.

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That was the moment where everything clicked.

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When they start to examine each detail a

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strong bond between them and the game is born.

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He starts to feel responsibility for them.

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When the player characters go looking for supplies,

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they can face a variety of dangers.

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When the player characters visits for example school,

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he can meet helpful civilians or deserters,

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that can harm him.

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Or can meet nobody at all.

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The player couldn't predict what would happen at all.

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For example player characters have different skills.

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Like good at math.

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Likes children.

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The players were looking for the meaning of them,

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but there is none.

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The fact that the guy is good as a teacher of math,

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that's not really help in this conditions.

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That's useless during a war.

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The only goal is to survive.

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During the war horrible things happen.

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And people do different things and

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they have to live with their choices.

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We wanted this to be a key concept of the game.

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That there is no good or bad endings.

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That the player has to live with his choices,

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and the fact that he wins or loses is

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only in his mind and his feelings.

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This War of Mine was widely recognized by the press.

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Not only by the gaming press but

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also mass media like The Guardian.

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Even some schools used the game as

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an educational material to teach children,

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about conflicts and harsh conditions of

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civilians during the war.

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I think that the biggest lesson for us is that,

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we are able to prove to ourselves that games like

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movies or books can also have serious topics.

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Our message in This War of Mine is

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that war is not something that happens in a far-away land,

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in some fantasy kingdoms.

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That it's something real and something that affects the

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peoples' lives and makes people do things that

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they wouldn't even think of.

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It's an experience that leaves some unanswered questions.

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And makes people think about the consequences of

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their actions during the war.

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The success of This War of Mine showed

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us that the players are looking for something

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more than just simple fun and games.

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The game is,

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as like we like to call it,

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meaningful entertainment.

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The emotional impact on the player is

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something that has become a value for us.

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For us going forward that idea and proved that

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we didn't create This War of Mine by accident.

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For us playing is a game about the

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survival of society in harsh conditions.

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At its core a city builder,

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the player is placed as a governor of some community.

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And the harsh conditions makes him to

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make decisions that he doesn't really want to make.

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If he survives he is left with the society he created.

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And he might not be very happy to see his creation.

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We have an idea at 11bit Studios that we want to

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make games that we want to be proud to show to our children.

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So we regardless of the theme,

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regardless of the technology being used,

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regardless of the story that is told,

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we want to create some value.

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And we want to pass that value to the people we love most.

This War of Mine | War Stories (2025)

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