I have some spare time, so I'll go ahead and write a bit about our game's genre. If you Binged (or googled, yahoo'd) hi-fi, you'll probably get something about audio. While my definition of hi-fi does involve music, it is much more than that.
Sci-fi stands for science fiction. Similarly, hi-fi stands for historical fiction. With AFF, I'm trying to revive an essential part of storytelling : ourselves. Storytelling originated as a way to recount our memories to others, often adding action and excitement for effect. Although I really love sci-fi, I believe hi-fi can be equally entertaining and possibly even more educational than sci-fi- if handled correctly. A good example of one of these games would be the Assassin's Creed series. These games take place during exciting spots in history, namely the French and American Revolutions.
Making a historically accurate game also comes with a set of disadvantages sci-fi writers and designers don't need to think about. As a writer, I must ensure the plot of my tale fits the setting. This can be easily done in well documented events, such as recent wars and revolutions. However, documentation of the geography, biology, and political scenario of a location are not always readily available.
Part of a culture is their music ,mainly folk songs. For sections in time where history was not well documented (looking at you Iron Age Finland), traditional songs can be a pain to find. To simply find a solo of a Finnish folk song on YouTube take hours of work. Those hours don't even include the time it takes to learn the song by ear to be able to remix it for a game. If you ever decide to work on a hi-fi game, go to that country's website, their subreddits (thanks to /r/Finland for helping me find songs), and even their Wikipedia pages. The help is there, you simply have to find it.
Now, back to the "fiction" part of hi-fi. Why take such painstaking measures to insure the accuracy of the game if you're just going to lie about something anyways? Well, the only "fiction" going on in hi-fi, would be the tale of the game itself. Purposely injecting false pieces of information in parts where it isn't necessary would be doing the players a huge disservice. It is labeled historical fiction because it probably didn't happen. It might have. Jasper could have once been a living person in Iron Age Finland that went on to save his people, but it is extremely unlikely. My goal as a hi-fi writer is to successfully embed my work of fiction into history so well, it is as believable as the history itself.
History fiction is a pain with the details but a pleasure to work with. I have not only had fun making a game, but I have learned about another awesome culture in the process. A 2-in-1 deal? I'll take it any day.