Gaming Today: Culpa Innata Interview
By William on Friday, September 21st, 2007 at 10:26 AM PST In Computer, GT Q&A

Gaming Today: Where did the idea for Culpa Innata originate from?Laura MacDonald: From the ideas and philosophies of a book called “Schrodinger’in Kedisi” (Schrodinger’s Cat) about the near future of the world by a controversial Turkish philosopher/writer Ms. Alev Alatli How those ideas were enlarged to the game that is Culpa Innata is due to events around us, choices that are closer than we’d like to believe. Perhaps even events that don’t appear to have been choices now – but who knows where they will end in a few decades? We think that, none of the events described in Culpa Innata SHOULD be true, and maybe… with some nudging from others and even this game …they won’t be.
GT: Will PC be the only platform you plan to release the game on?
LM: For the moment, we are focused on the PC build and related releases. However, we are also working on a surprise for gamers and this does have immediate possibilities as a source of Culpa Innata related games designed for other platforms. As for the future, we are always open to new avenues to bring challenging and provocative adventures to gamers.
GT: The game is advertised as having a constantly changing story line. Does this mean that the main story line is completely non-linear or is this a case where there are numerous side quests that change the story line?
LM: Very interesting question. A little of both, really. It’s hard to dig deep and provide the best answer without spoiling things. First of all, any game that starts and ends is ultimately – linear. SO we have a stated purpose, a start and varied endings depending on choices made at certain critical points. There are also a number of side activities, characters seen or not depending on choices made at other moments. Although, nothing critical to getting “an” ending would be missed, the back-story, side events, and how you get through the game varies greatly between subsequent plays and individual players. The vast amount of detail at the player’s disposal, just waiting to be discovered, also helps making every gamer’s experience unique. There are a number of other specifics about the gameplay and game design that make it operate and even feel very non-linear. But we leave those for people to discover for themselves when Culpa Innata releases.
GT: In the game, what is the most important factor? (i.e.: story, characters, graphics)?
LM: I think a better answer is to explain what is important to us in designing and building a game. It is how all of the above work together in a tightly constructed, polished (to the best it is possible) way. And all these coordinated parts focused on one point. To create an interactive adventure, that immerses players in the places, people, and game world. A world that gamers will feel they built by their choices, their wits and their successes in beating diverse challenges. So there isn’t one factor. It is simply using everything available and needed to create a singular and hopefully credible game world and experience for gamers.
GT: What separates Culpa Innata from other adventure games currently in the market?
LM: The commitment to change, evolution and breaking the whole game if needed – to make it the best game it can be. Ego always took a big back seat to craft. The other thing is the adult themed, provocative story line. The thoughts and satiric eye it casts on the current worldview will likely cause some comment. And we are definitely looking forward to it. Last, this game has what we think is one of the deepest back-stories created behind every face, experience and challenge.
GT: Why was the initial production of this vast game kept at such a low profile?
LM: Great question. The initial reason is we didn’t want press, public pressure or scrutiny to distract the team. Admittedly it has the lowest initial profile of any PC based game, with this much time and resources committed to it. But, quiet allows a great deal of freedom to just focus on building a game. To be blunt, creating something from nothing is a hard some days. And this team had certain advantages that made it possible for this entire project to be initiated, designed and finished away from most of the typical pressures on developers to deliver their game without the time and freedom to make it the best it can be.
But now Culpa Innata (world wide) is ready and time to make some noise out there.
GT: We’d like to thank Laura MacDonald and Momentum for giving us a closer look at this exciting game.

This is really interesting, I might buy this game before the orange box! lol..
I’ve had my eye on this game ever since April of last year. Can’t wait to play it!
I’m not much of a gamer but this game sounds intriguing. It may be a game I’d buy and play though I usually resist being pulled into too much play time with my PC. I am writing a novel and am selfish with my PC time. More info would help.Hmm.
I’ve been a long time adventure gamer and I really enjoyed this game. I found the story and philosophy behind it to be the most intriguing.
Puzzles were moderately fulfilling. They are not too hard for new adventure gamers but some of them will certainly make seasoned adventurers incubate a solution.
The only thing I think it lacked was more diversified emotions and differences between the people the main character encounters. Sometimes they just felt like clones of each other.
This gamer gives Culpa Innata an 8/10