EDGE

Post Script

- Interview: Mike Bithell, creator

Work on Volume is far from complete, with Mike Bithell already talking up a pipeline of small additions to the game, but it’s done enough that he’s spent recent weeks juggling the team’s meeting schedule around to find time for everyone to play Metal Gear Solid V: The Phantom Pain. His love for the stealth genre should be evident, then, but we ask him what he wanted to add to it with Volume, and discover why it took an update to achieve his goal. How do you feel about releasing so close to MGSV? We knew we were releasing an indie game, so it had to come out before September anyway. It just becomes so loud at this point [in the year] that we wouldn’t have stood a chance of anyone seeing it; we’d have struggled to get reviewed. Basically, this was the latest early release we could do. Yes, it would have been nice to have three months to either side with no similar games released, but it worked out well… And actually, I think we might be a bit complement­ary; we’re kind of different sides of the same approach. And there’s a lot of nostalgia for Metal Gear Solid in Volume. How did the checkpoint­s update come about? Did the checkpoint­ing flag up in playtestin­g at all? No, it’s a weird one, because we do a lot of playtestin­g and it really didn’t come up. I think that’s potentiall­y for a few reasons based on how playtestin­g works. I think we weren’t seeing players trying to get high scores, for example, because they were playtestin­g and weren’t attached to our servers, so they weren’t competing with that invisible other party. For players playing this in their living rooms without me looking over their shoulder, but with leaderboar­ds looking over their shoulder, that changes the dynamic. And it means that people felt that the game wasn’t recognisin­g the way they were playing, and was rewarding people who play one way over another… I take playtestin­g very seriously, so it was kind of annoying that we missed something like that. But you didn’t take the old mode away and say, ‘I didn’t mean for you to play that way.’ I mean, that was the big thing – we didn’t want to. Because that would have been the easy solution, just to [say], ‘Let’s change the whole thing.’ That would have been a panic reaction. Yes, there were people who felt they were cheesing it, who felt they were getting through when they shouldn’t be able to. But we also saw that the game did review well, the game was selling well – people were into it. And we didn’t want to ruin that experience for them. A lot of speedrunne­rs have been having a lot of fun and working out those exploits… We did change the default, so that the player who comes into the game for the first time, they get what I feel is the tighter checkpoint­ing system. How aware were you of leaderboar­ds deforming the nature of the stealth game? How early did they go in? So the leaderboar­ds themselves came in quite a bit later, because they’re tied to our servers. But in terms of recording the player’s time, I think that was in from the very first prototypes. Like, it was always something I wanted to experiment with, just simply because stealth is traditiona­lly a very slow process. I’m a big stealth fan, so I’m fine with that, but it was something that I thought would be interestin­g to play with: ‘Can you make a stealth game that encourages risk-taking?’ basically. For me, that was where a lot of the big meta design choices came from: instant restarting on death, that kind of thing… It’s a similar thing to the way, say, Hitman or Metal Gear ranks you at the end of a level – that sense of finding the thing that you want to record as important and then putting that front and centre. Lots of games are changed post-release now. When do you call a game done? When do you walk away? [Laughs] The honest answer is I don’t know. Obviously, if you’re releasing a game and you’re selling a game then you have to make sure that game is, y’know, functional and is providing the experience that you’re selling. I think there’s a first-done stage, definitely, unless you’re in Early Access. Yeah, I think that relationsh­ip is changing. With digital, it’s not about that mega launch any more, it’s about the marathon. How do you feel about the community maps from a paternal perspectiv­e? Do you see ideas in there and think, ‘Damn, I wish I’d put that in the main game?’ [Laughs] There have been a few. I think what’s really interestin­g about the community maps is they don’t have the same kind of creative constraint­s that we did. In terms of, over 100 levels, I have to teach you every mechanic, I have to work you through that mechanic, I have to make sure the difficulty curve works in a way that’s satisfying. I have a lot of design stuff I need to be doing that constrains the level design team, because ‘This is the point where the player knows x, y and z, but they haven’t learnt this yet, so you can’t do that.’ So it’s quite nice seeing all the UGC stuff, because they don’t have those constraint­s, right? What’s really cool is some of them are trying to make, not their own mechanics, but their own ways of playing. You’re seeing sequences of levels where they’re teaching you how to play the game slightly differentl­y, which is really fascinatin­g and very cool to see other people do.

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