EDGE

TH E MAK ING O F. . . PYRE

How Supergiant’s third game found plenty of benefits to life on the Downside

- BY CHRIS SCHILLING

“PART OF MY RESPONSIBI­LITY IS TO LOOK FOR COMMON THEMES THAT CAN PULL IDEAS TOGETHER”

Your journey through the Downside,

Pyre’s colourful purgatory, is conducted at a trundling pace: you ride within a rattling, rickety caravan alongside a growing cast of fellow exiles, all cast out from the world above. By contrast, its own developmen­t began in something of a hurry. This wasn’t so much down to pragmatic concerns as a keen desire to make a fresh start, Supergiant Games’ writer-designer Greg Kasavin tells us. Shortly after its 2014 release, it was clear that the studio’s second game, Transistor, was a hit; a team anxious to discover whether it could repeat the unpreceden­ted success of its debut, 2011’s isometric action-RPG Bastion, realised with delight that it was no one-hit wonder. But

Transistor had taken longer than anticipate­d to make: three years in all, where Bastion was finished in less than two. “It was with a mix of relief and... ‘urgency’ isn’t quite the word,” Kasavin tells us. “But we were very eager to start on a new game once Transistor was done.

“As we self-fund our projects, our foremost goal is to make something worthwhile that does well enough for us to be able to go and make something new after that,” he continues. Early indication­s were that Transistor had sold well enough for the 12-strong team to stick together, and so just two months after its launch, the first ideas for Pyre were already brewing within the studio. Which isn’t to say that Supergiant had been planning ahead, however. “Many studios try to do that, and in a lot of ways, it’s a responsibl­e thing to do,” Kasavin laughs. “For us it’s a mix of pragmatism and a little bit of superstiti­on that prevents us from doing that. Since we’re a single-project studio, nothing matters more than the thing we’re working on at any given moment. And as I’m sure you’ve heard other developers corroborat­e, the final weeks of developmen­t are some of the most vital. It’s a time to not lose focus, and not get distracted by the grass being greener on the other side of the tough situation you’re currently in.”

Kasavin talks of each of Supergiant’s games being a response of sorts to the previous one; as such, it was a conscious choice to paint on a grander canvas than before. “Transistor is an even more focused story than Bastion’s,” he says. “It’s this very specific little story about an episode in these characters’ lives. So we were very drawn to making a game with a much larger cast of characters, because we so enjoy character creation and world building. We said, ‘Let’s make a bigger game and see what that’s like, even if it’s just a matter of getting it out of our system’.”

As with its games, the studio’s process to starting a new project has been different every time. Yet despite having the same team in place, by Kasavin’s own admission Supergiant hasn’t yet perfected its approach. “We don’t know where the most important idea is going to come from, necessaril­y,” he says. “Our experience is that those ideas just tend to flourish over time, and they’re not immediatel­y identifiab­le in all cases.” So how does it all start? Does everyone gather in a room and spitball ideas? “It’s close to that,” he says. “At least that’s how Pyre started. Our team doesn’t have ‘department­s’ – I’m the sole writer, Darren [Korb] is our sole composer, and we have one art director in Jen Zee, so people can speak directly to their own craft and just talk about the kind of thing they want to build, what sort of tone they’re interested in. Part of my responsibi­lity on the writing side, and to some extent the design side, is to look for common themes that can pull a lot of those ideas together.”

The results so far seem to bear out the value of that approach, though Kasavin says with no little modesty that he doesn’t consider the studio’s games as experiment­al “by any stretch of the imaginatio­n”. But they’re not exactly straightfo­rward genre pieces either. “They’re somewhere in between,” he suggests. “We don’t start from an existing template with our games, for better or worse. We take time to explore in different gameplay directions to see if there’s anything there in terms of what we want to make.” So in Pyre’s case, which came first, story or gameplay? “Actually, that question has a fairly straightfo­rward answer for us, which is: gameplay does come first, end of story,” he says. “However, the narrative theming is developed very closely in partnershi­p with the gameplay prototypin­g, and that prototypin­g is done with at least a certain theme in mind – it may not be a specific story, but at least a general sense of direction as to how it may contribute to a meaningful experience.”

This holistic approach

finds its perfect expression in Pyre’s Rites: a kind of celestial competitiv­e sport that plays out like a slow-paced twist on three-on-three basketball. These went through “an enormous amount” of iteration, Kasavin tells us, though on a fundamenta­l level the finished version is remarkably similar to its initial concepts. “It was always a three-versus-three, semi-symmetrica­l framing, where there was always this object, the celestial orb, that one character at a time could possess,” he says. “And there was always this concept of the auras that the characters can use both for offence and defence.”

While these core elements remained from the very earliest stages, the Rites evolved in other ways – though the notion that these face-offs were part of an ancient ritual was establishe­d relatively early. “But there were very early prototype versions that were not about trying to extinguish an opponent’s flame,” he says. “It took us a while to get to the specific idea of the pyres themselves having to be extinguish­ed as the victory condition, as opposed to maybe trying to fill a pot with some sort of substance on the opposite side.” He laughs at the thought: “Certainly the end result is somewhat unusual in its own right, but we tried much stranger stuff before we finally got to where we did with it.”

Since scoring players are temporaril­y banished, leaving the numbers uneven, the mechanics of the Rites reinforce the central theme of characters being highly dependent on one

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 ??  ?? Kasavin: “To me, the fantasy in Pyre was imagining a world where people are good to each other and trust each other”
Kasavin: “To me, the fantasy in Pyre was imagining a world where people are good to each other and trust each other”

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