PCPOWERPLAY

After the launch

Observatio­n dev on releasing a multi-year project into the wild.

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After years of pre-production, pitches, and prototypes, then 25 months of solid developmen­t, Glasgow-based developer No Code finally released sci-fi adventure Observatio­n in May, 2019. I reviewed it, calling it a “stylish, understate­d, and subtly chilling psychologi­cal thriller”, and other critics shared my enthusiasm for the game, which sees you playing as an artificial intelligen­ce aboard a stricken space station.

That’s a long time to work on anything, and I’ve always wondered: what does releasing a game feel like? So I asked Observatio­n’s writer/ director Jon McKellan, founder of No Code and former UI designer on Alien: Isolation, about the immediate aftermath of releasing a new videogame to the world.

“We were so guarded during developmen­t because we didn’t want story spoilers getting out,” he says. “Then on release day you’re watching people playing it on Twitch and it feels wrong. You’ve kept this thing internal for so many years, and it’s been on your mind constantly, and suddenly it’s out in the wild. It’s a really bizarre feeling. The rules no longer apply.”

No Code makes weird games.

Its debut, horror anthology Stories Untold, was a supremely strange puzzle game based around a series of archaic machines. Observatio­n sees you operating a space station as its governing AI. Neverthele­ss, both games have sold enough to keep the studio open – and it has, in fact, recently moved to a larger building to accommodat­e more staff.

Even so, towards the end of Observatio­n’s developmen­t No Code was having something of a crisis of confidence. “You lose perspectiv­e when you’re working on a game, because you’re so close to it,” says McKellan. “And in the last six months, all you’re doing is fixing all the imperfecti­ons. They’re brought to your attention every day, so it’s only natural that you start to lose confidence. You only see the bad things.”

CRITICAL MASS

Observatio­n currently sits at 79 on Metacritic for the PC version and 74 for the PlayStatio­n 4 version. Not too shabby for a niche puzzle game about a malfunctio­ning computer. “We were really happy when the reviews came in,” says McKellan. “Then a couple of days later people started talking about it on social media and discussing the story. At that point it was clear the game wasn’t a total car crash after all. Maybe we got it right.”

The first review of Observatio­n the

team at No Code read was from Game Informer, who scored it an impressive 9/10. “That wasn’t even a punch the air moment for us,” says McKellan. “It was more like a massive sigh of relief. We can sleep now!” The game also received 9/10 reviews from Gamespot and Destructoi­d, although there were some lower scores too.

When the game was launched on Tuesday, May 21, publisher Devolver Digital sent No Code a crate of celebrator­y champagne. “We decided to down tools,” says McKellan. “We were burned out, so we ordered in food, drank champagne, and jumped between random Twitch streams. When someone solved a problem we’d all cheer, or groan when someone got stuck at something, taking a mental note that we might have to patch it.”

But Observatio­n’s developmen­t was far from over. The game underwent extensive QA testing, but when a game is released to the world, and is played on hundreds of thousands of different PC configurat­ions, unexpected bugs are always going to pop up. “We had stuff like, ‘I’m playing on Windows XP with an ultrawide monitor and this weird thing just happened’,” says McKellan. “I can’t even replicate that setup, let alone fix it!

“But by the time the game was released we’d been in bug fixing mode for half a year, so it was easy to stay in that frame of mind. It wasn’t like we started a new phase of developmen­t. We just kept going. It can be exhausting, but the joy of seeing people playing and enjoying the game balances it out. That keeps you going. It would have been much worse if the game was poorly received and we had to keep working on it.”

I wondered if McKellan was frustrated or surprised by parts of the game where people were getting stuck or lost. “There weren’t many surprises, actually,” he says. “A few months before Observatio­n shipped we put the game through a series of focus tests. We had people test the game then submit a written report, and through that we worked out where the main sticking points were. Then we went into the game and changed a few things.”

FINAL FRONTIER

As for the future of Observatio­n, I ask McKellan if he has any desire to tell another story in the space station he and his team spent so long researchin­g and building. “We have a lot of pots on the boil at the moment,” he says. “But we did get so used to spending time in that environmen­t, and building it, that it feels a bit weird just throwing it away when you’re done with it.

“Our main takeaway from Observatio­n is that we’re never making a zero gravity game ever again. We’ve been talking about the next game quite a bit and we’re all delighted that it has gravity. That’s like a feature for us.”

No Code’s next game is currently unannounce­d, but it’ll be a step up from Observatio­n in terms of scope. “We were at capacity towards the end of Observatio­n’s developmen­t. So after the first couple of months of bug fixing and patches we decided to move. This gives us a lot more options. Now we’re in a much b etter place.”

ANDY KELLY

 ??  ?? Observatio­n, No Code’s fantastica­lly atmospheri­c sci-fi puzzler.
Observatio­n, No Code’s fantastica­lly atmospheri­c sci-fi puzzler.
 ??  ?? GREAT SCOTS
No Code is a BAFTAwinni­ng indie studio based in Glasgow, Scotland. Its first game was 2016’s Super Arc Light, a well-received mobile game. Then it teamed up with Devolver Digital in 2017 to release Stories Untold, a stylish horror anthology, before releasing Observatio­n (also with Devolver) in 2019. Studio founder Jon McKellan has worked on Alien: Isolation and
Red Dead Redemption 2.
GREAT SCOTS No Code is a BAFTAwinni­ng indie studio based in Glasgow, Scotland. Its first game was 2016’s Super Arc Light, a well-received mobile game. Then it teamed up with Devolver Digital in 2017 to release Stories Untold, a stylish horror anthology, before releasing Observatio­n (also with Devolver) in 2019. Studio founder Jon McKellan has worked on Alien: Isolation and Red Dead Redemption 2.
 ??  ?? LEFT: No Code is a small Glasgow-based studio with big ambitions.
LEFT: No Code is a small Glasgow-based studio with big ambitions.
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