The Indie Game Magazine May 2015 | Issue 49 | Page 15

of games? UWE: When games are made by a closed team, their quality depends on the skills of that closed team, and the information that team seeks out actively. That means the new information that can enter the development process is limited. With a true open development model, anyone that encounters our games can introduce new information, feedback, knowledge, and energy into the development process. While it is sometimes difficult to parse all this inbound information, we believe it allows us to make better games than if we were in a traditional closed shop. IGM: When you first announced Subnautica, you stated it would “combine elements of role playing, sandbox, exploration and cinematic games to create a unique experience, the genre of which we do not believe has yet been invented.” It’s been about a year since then; do you think the game has found a name for its genre yet? we’re not sure what genre of game Subnauticais. placing terraformed world chunks. Other Steam itself has recognized this by replacing traditional advantages of first-person, such set genre labels with user generated ones. as not having to do avatar animations and full body models, are no longer applicable IGM: What is your ultimate goal for Subnaubecause of the rise of virtual reality. tica? What do you hope players take away from the experience? IGM: What made you decide to create alien aquatic life, as opposed to setting the game UWE: Everyone on the Unknown Worlds on an Earth-like planet with different realteam has different goals, and we don’t really have a unified vision for what an ‘ultimate’ life species? goal might be. Charlie often speaks of the importance of bringing fun non-violent game mechanics to the fore. Cory is keen to weave a strong story with hints and connection with other universes, and so forth. Generally, I think we agree that we want people who play Subnauticato have lots of fun! IGM: Was there any debate before deciding to make the game first-person versus thirdUWE: No. Traditional genre labels are not person? Are there alternative benefits to the very helpful in our case. They lend themselves first-person perspective beyond a potentially to understanding a game in a soundbite. If greater sense of immersion? we were running a $200 million marketing campaign on billboards, then we might be UWE: I recall there being some debate on more concerned with putting Subnauticain this point, but can’t recall the specifics. Firsta genre bucket that could be understood in person view does tend to lend itself to fine three words. But we aren’t, so it’s OK that manipulation of game objects: For example, www.indiegamemag.com UWE: I don’t have a clear answer for this. Unknown Worlds has a history of being interested in extra-terrestrial life. Ironically, it’s very hard to make underwater worlds look alien: Earth’s own oceans often look more ‘alien’ than that of Subnautica. IGM: Are there any creature designs that are currently shelved or were already cut because they were too complex or resource intensive? UWE: Too many to count. IGM: The two major updates Subnautica seen since its Early Access debut are the addition of the Cyclops submarine and, most recently, Seabases. Have you gotten any specific feedback about these two features 15