Wired: Tell me about the evolution of the current game from GIF-porn.
Gregorios Kithriotis: In 2018 we showed the first trailer. And in some ways, we may have shown up too early. We were only three months in full development at the time. A month of this was spent preparing the trailer for the demo. So you know, it was really the first day.
The initial idea of the game, even before we signed up with a publisher, was that it would be our preferred project and we didn’t think it would be commercially viable. We were only going to work on it for six months and put it there. Then we got a publisher, and it turned out to be a slightly larger project. We signed a contract to pass the game, which gave us the security to spend more time on the project. Also, we were a small team creating an open-world game. This, in hindsight, was quite a malicious decision. But I think it will bear fruit. We have been able to expand our internal team and bring in a lot of people. But we are not 20 people, full-time shooters or anything else. This is still a very small scale.
We were always careful about how much we talked about certain features. And again, like what we show on Twitter, I only show things that have already been in the game for at least a year. I wanted to keep the game a mystery to people. I want people to come to him with a kind of rash impression. But the opposite is true, if you are too vague or too loose, people start projecting. [additional features and gameplay] Towards your project, and you have to be careful about it.
Wired: Can you talk about releasing the game as a demo?
GK: One of the great benefits of doing demos recently was being able to actually show people what the game is all about. Because, you know, in the beginning people were like, “Oh, is this a racing game?” No, not this. Although it was during the first trailer release, because you couldn’t even get off the bike. We’ve basically started a completely different project to beat off bikes.
I think Demotio Covid-1 is a product of the pandemic epidemic. Otherwise, we would go to events and sit next to a build and say something like: “Play for half an hour.” We probably wouldn’t have spent time figuring out how to run it on other people’s machines. It’s a lot like a mini-game release.
Wired: Comparison of other interviews Sable Per Breath of the Wild. From the demo, I realized that they are actually quite different. How do you see the comparison?
GK: The original systems have a lot in common, and I think we learned a lot from its structure BOTW. It’s a game that has inspired us immensely, because it does a lot of those things in search. We have no physics system and no war system. The environment is a little different. I think that makes it hard to talk about, because you don’t want to compare too much with a game like this. Because, again, expectations would be wrong.
Sable This is an adventure game. It’s a little cold. One of the things we really wanted to do was get the players on the wheels of the game to realize the real mystery and maybe the environment. Image shadows, Which is much quieter than most things Breath of the Wild. You can cover long distances and face very few and be at peace with it, but where they have this incredible boss sequence, we don’t have that, and we have to rely more on the atmosphere. When you talk about inspiration, it’s like, “What things do I like?” And so what do I want to keep in my life? “