Chey pointed out to us that "If you build enough interesting systems and make sure that they overlap, you will get emergent gameplay that you never thought of. ![]() We touched more upon gameplay, some in regards to stealth, in our full interview, which will be going up in the coming days. Where do the crew of all the spaceships live? Where do they eat? What do they do on these ships? It’s all important to forming a game world that doesn't feel like just another video game level." ![]() "If you respect your world, players are more likely to find it interesting and immersive. It's exciting to see the clear contrast between Chey's approach to Void Bastards as opposed to a large studio project such as BioShock. After talking about resources, he segues onto world building and how "although there’s a good amount of humor in our world (perhaps unlike in System Shock 2 or BioShock), that doesn't mean that we as developers don’t take it seriously." If you don’t have the budget for great character models, use sprites instead." If you don’t have the time to build a complex simulation use RPG-like numerical systems to support player growth. Chey talked about how he learned that on a lower budget he needs to "spend those resources on things that matter. he gave us a few examples that include some interesting takes and a nice insight into the differences of indie game development and AAA game development. In one of our questions, we asked Jonathan Chey (original co-founder of Irrational Games and lead programmer/designer on Void Bastards) about inspiration and lessons he took from the development of BioShock and System Shock 2 when creating Void Bastards.Īccording to Chey, there were "more than I can possibly count" however. In an interview with DualShockers, Void Bastardscreators Blue Manchu talked about the workings, thoughts, and actions behind the creation and development of the game.
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