Greg Kasavin


Writer-de­signer, Su­per­giant Games

Hav­ing no game-over state is quite un­usual…

Yeah. One of the old, old games that was an in­spi­ra­tion for me in this re­gard is the orig­i­nal Wing Com­man­der. That had a whole sep­a­rate sto­ry­line – es­sen­tially a ‘los­ing’ cam­paign – if you failed your mis­sion ob­jec­tives but didn’t ac­tu­ally die. It blew me away at the time; I was amazed that much ef­fort went into it. And they never did it again with a Wing Com­man­der game. I al­ways had a sneak­ing sus­pi­cion as to why, and hav­ing now gone through a sim­i­lar ex­pe­ri­ence, I un­der­stand more vis­cer­ally. (laughs) It’s not some­thing that most play­ers will see, but for the ones that do, it re­sults in a more mem­o­rable and im­pact­ful ex­pe­ri­ence. We try to load our games with as many lit­tle de­tails off to the side as we can, so the ex­pe­ri­ence feels per­sonal for ev­ery­one who plays.

There’s a lot of that kind of fine de­tail in Su­per­giant’s games. Are you al­ways look­ing to add that ex­tra layer of re­fine­ment?

For sure, we care about the craft of our work a lot. And since we make games that heav­ily rely on a nar­ra­tive ex­pe­ri­ence and a sense of at­mos­phere, I think that sort of at­ten­tion to de­tail is jus­ti­fied.

What’s next for Su­per­giant?

We’re in the midst of fig­ur­ing out what the next pro­ject is go­ing to be while con­tin­u­ing to sup­port Pyre. We’re very grate­ful that peo­ple were will­ing to take a leap of faith on it, and we al­ways love hear­ing what ev­ery­body thinks and the de­ci­sions they made along the way. It feels good to get it out there and sur­vive the process and be able to keep go­ing in [adopts dra­matic voice] the cruel, high-stakes world of in­die videogame de­vel­op­ment. There are so many great games out there that it’s hard to put some­thing out that can get any at­ten­tion. We never take it for granted – we’re al­ways grate­ful to be able to stick around for an­other round.

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