The Untold Story Behind the Design of Transistor - Documentary
摘要
TLDRThe video provides an in-depth look at the development of Supergiant Games' second title, "Transistor," following their successful debut game "Bastion." The team faced creative pressures and challenges in designing a game that would not only live up to their first game but also differentiate itself in terms of identity. Initially, development was fraught with struggles, especially in defining the storyline and main characters. The original protagonist concept involved a boxer with a spirit friend, but the team later pivoted to focus on Red, a singer who loses her voice, wielding a mysterious weapon. The development process was long and iterative, with many ideas revised or discarded over time. The team also focused on innovation in gameplay, trying to incorporate strategic elements into the action RPG genre. Music and art played crucial roles in shaping the game's distinct identity, with contributions from various team members aimed at integrating narrative and gameplay elements seamlessly. Despite initial fears about the game's reception, "Transistor" was well-received, solidifying Supergiant's reputation for creating innovative and deeply engaging games.
心得
- 🎮 Creative pressure to match and exceed Bastion's success.
- 🔄 Iterative design process with numerous revisions.
- 🛠️ Challenges in defining the game's story and characters.
- 🎶 Integration of music as a key narrative component.
- 🔄 Shift from original concept to focus on character Red.
- 🎨 Unique art style influenced by cyberpunk and art nouveau.
- 🧩 Development of strategic gameplay elements.
- 👥 Involvement of the full team in the creative process.
- 📈 Fear of sophomore slump mitigated by the game's success.
- 🎼 Role of music in setting the tone and enhancing the story.
时间轴
- 00:00:00 - 00:05:00
The team felt pressure to create a game as successful as Bastion. Transistor went through major redesigns and creative struggles. Discussions about the new game started after Bastion's release. The team wanted something distinct from Bastion, not just a sequel, aiming to make a game with a strong identity and atmosphere.
- 00:05:00 - 00:10:00
The goal for Transistor was a sci-fi love story with more tactical gameplay. The challenge was integrating all team members and voices in the creative process. Pre-production took 19-20 months with struggles in story, character, and gameplay development, requiring new innovative solutions different from Bastion.
- 00:10:00 - 00:15:00
Transistor faced invisible pressure from Bastion's success. The team wanted to avoid the "sophomore slump." They aimed to make Transistor more strategic with turn-based elements inspired by games like X-COM and Advance Wars. The story initially had different characters and was redefined to feature a singer named Red.
- 00:15:00 - 00:20:00
The story for Transistor evolved over time, starting with different protagonists and eventually focusing on Red, a singer with a story involving loss and revenge. The design shifted from a fantasy idea to a cyberpunk setting, which was challenging but finally clicked with new character concepts and art direction.
- 00:20:00 - 00:25:00
The game's mechanics were complex, especially the function system that allowed various power combinations. The team worked on making Red's abilities versatile in combat with strategic elements. Emphasis was on creating engaging AI and a design that encouraged players to explore different strategies and setups.
- 00:25:00 - 00:30:00
Transistor's release was daunting for the team as they feared negative comparisons to Bastion. However, it exceeded expectations and allowed the team to continue developing games. Players appreciated the unique blend of story, atmosphere, and gameplay, and over time, Transistor gained widespread recognition.
- 00:30:00 - 00:36:31
Transistor's music and narrative were crafted to integrate deeply with the game world. Darren Korb and Ashley Barrett worked on music that resonated with the story of Red, creating an emotional experience. The game emphasized player choice and innovative mechanics, avoiding traditional difficulty settings.
思维导图
视频问答
What was the initial concept for Transistor?
The initial concept involved a protagonist who was a boxer with a spirit friend.
Who became the final protagonist in Transistor?
The final protagonist was Red, a singer who loses her voice.
What was one of the major design challenges faced during the development of Transistor?
One major challenge was integrating a sci-fi story with strategic gameplay elements.
How did the team address the narrative component in gameplay?
The narrative was integrated with strategic and action RPG elements, supported by strong music and art contributions.
What influenced the art style of Transistor?
The art style was influenced by cyberpunk aesthetics and art nouveau.
What was the music's role in the game?
Music played a crucial role in setting the game's tone and was integral to expressing the main character's narrative.
How did the team feel about the sequel's potential success?
The team had fears about a sophomore slump but ultimately felt elated with the game's positive reception.
What changed in the protagonist's design during development?
The design changed from a boxer character to Red, focusing on an emotional sci-fi narrative.
How did the team encourage gameplay variety?
They integrated over 3000 combinations of actions but recognized players often chose familiar strategies.
What was a unique element of the gameplay design?
Incorporating a strategic component into an action RPG with tactical elements inspired by games like XCOM.
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- 00:00:00[TYPING NOISES]
- 00:00:09- There is a feeling, I think, amongst
- 00:00:11most if not all of us that, like,
- 00:00:13whatever this game turned out to be,
- 00:00:15or was, had to be at least as good
- 00:00:18as Bastion, so there was that pressure.
- 00:00:21DANNY: Transistor obviously went through
- 00:00:24a pretty significant redesign and a
- 00:00:26lot of sort of, like, creative struggles
- 00:00:28to try and find its feet.
- 00:00:31DANNY: Can you tell us about that time
- 00:00:33the story it originally had, and kind of
- 00:00:35where you ended up?
- 00:00:36- [LAUGHS] What?
- 00:00:38- Yeah, but like, how much
- 00:00:40have they revealed to you?
- 00:00:44- Yeah. Ooh, boy, Um.
- 00:00:48[MUSIC PLAYING]
- 00:01:02- We were done with Bastion in, like, May,
- 00:01:04even though it didn't come out until July
- 00:01:06in the year 2011. So we'd been done with
- 00:01:09Bastion for a long time.
- 00:01:10We only started talking about Transistor seriously
- 00:01:12in September of that year so all this time
- 00:01:14we're kind of on pins and needles,
- 00:01:16both kind of cooling off
- 00:01:18from having worked, from having pushed ourselves
- 00:01:21to make Bastion the best it could be
- 00:01:23And also, like, realizing that
- 00:01:26yeah, we could make something else.
- 00:01:29So the conversat-- The kind of
- 00:01:31official conversations about what our
- 00:01:33next game would be didn't start for
- 00:01:35quite some time. We quite quickly
- 00:01:37decided that we wanted to make
- 00:01:39something new. It might have been
- 00:01:41the kind of fiscally responsible,
- 00:01:45decision to just, like, make a Bastion 2
- 00:01:48in light of the success of the first one,
- 00:01:50but we never thought of Supergiant
- 00:01:53as like, the Bastion studio.
- 00:01:55Bastion was just our expression of
- 00:01:57the kind of game we wanted to make,
- 00:01:59the kind of work we wanted to do.
- 00:02:00But it was not like, oh, we must make
- 00:02:02this one game, and this is our, like,
- 00:02:04one great idea that we've been
- 00:02:07stewing on all our lives.
- 00:02:08We, like, many of this ideas of Bastion
- 00:02:11just happened, you know, while we were working
- 00:02:13on the game, so it's like, hey, we
- 00:02:16made this thing up, and people liked it.
- 00:02:19Let's see if we could do that again
- 00:02:21and make another game that can assert
- 00:02:23its own identity strongly, leave players with a
- 00:02:27lasting and positive impression, and have
- 00:02:29like a strong world-building and atmosphere,
- 00:02:32and interesting gameplay, and all the pieces
- 00:02:34would feel complete in their own right.
- 00:02:36And yet, it would be very distinct
- 00:02:38from Bastion.
- 00:02:40[MUSIC PLAYING]
- 00:02:44- We kind of wanted to make a sci-fi love story,
- 00:02:46and we wanted a game that had more
- 00:02:49tactical pleasures while still building on
- 00:02:51everything we learned with Bastion.
- 00:02:53Challenges of Transistor at the beginning were twofold.
- 00:02:55The first thing was how do we make
- 00:02:58a game now that all the team members are here?
- 00:03:00'Cause now our creative process from the start
- 00:03:02has to incorporate all seven members
- 00:03:04of this team. And we actually decided we wanted
- 00:03:06to grow our team, too. So we had to incorporate more
- 00:03:08voices and visions in the room from the very
- 00:03:10beginning, and we'd never done that before.
- 00:03:12And so Transistor was the first time we had to
- 00:03:14start a game together, and that took a really long time.
- 00:03:16Pre-production for the game was like 19 or 20 months.
- 00:03:19We were struggling with the world. We were struggling
- 00:03:21with the main character. We were struggling with
- 00:03:23the integration of voiceover, with the musical
- 00:03:25voice, with the gameplay, with the meta game,
- 00:03:28with the length, with the number of characters,
- 00:03:31with the process. You know, we were working
- 00:03:34out of an office in San Francisco now.
- 00:03:36Everything was different, and how could it be so
- 00:03:38different, 'cause it's all the same people
- 00:03:40working on the game?
- 00:03:41- Just that litany of really hard
- 00:03:46to solve creative and design problems
- 00:03:50all throughout that game. And part of what
- 00:03:52made it hard for us is that we were
- 00:03:54so concerned with Transistor asserting its
- 00:03:59own strong identity that really good
- 00:04:02solutions that we developed for Bastion
- 00:04:04we felt were off the table.
- 00:04:06We can't do that 'cause that's Bastion's thing.
- 00:04:09We have to come up with another solution.
- 00:04:11And Bastion was, like, our entire life experience
- 00:04:14good-- Like, all the good ideas we ever had
- 00:04:16we put into Bastion. And then it's like,
- 00:04:19now try to come up with some more good ones
- 00:04:21without using any of the ones that you did
- 00:04:24on your last game.
- 00:04:25AMIR: We explored, like, a bunch of different
- 00:04:27camera angles, and then came to the one
- 00:04:29we liked, and, you know part of that was us struggling
- 00:04:31with putting a game in a city. We don't just
- 00:04:33want to look at rooftops. You know, you play RTS games,
- 00:04:35you only looking at ceilings. Like, we gotta get
- 00:04:37more character into the city. It needs to have, like, all this
- 00:04:40blah, blah, blah. We settle on a camera angle.
- 00:04:42It looks almost the same as the camera
- 00:04:44angle in Bastion, and that took forever.
- 00:04:46You know? And I can't say, oh, that's
- 00:04:49Bastion's fault. You know, that's us learning and
- 00:04:51growing over time. But there was all these kinds of pressures.
- 00:04:53The second thing that was very challenging about
- 00:04:55Transistor is something we didn't talk about much, which is like,
- 00:04:58the invisible pressure of Bastion.
- 00:05:00We had made something that turned out to be
- 00:05:02really, really, well liked. And now we didn't want
- 00:05:04to let people down. Now we had rent
- 00:05:06and health insurance. [LAUGHS]
- 00:05:07And we didn't want to, like, have our company
- 00:05:09just end, 'cause everything felt like
- 00:05:11it should be something that could last.
- 00:05:14- We never spoke about the whole
- 00:05:16like, sophomore slump thing through the
- 00:05:17three years of development on Transistor.
- 00:05:20But I bet we were all, like, in the back of our--
- 00:05:22It's part of why, it was like the elephant in the room.
- 00:05:24It was like, well, don't screw this up.
- 00:05:31[MUSIC PLAYING]
- 00:05:39Having made a kind of very arcadey
- 00:05:41like, pick up and play game in Bastion,
- 00:05:43we were like, hey, let's make things a little
- 00:05:45bit more deliberate, suspenseful,
- 00:05:47and let's basically see if we can
- 00:05:50infuse, like, a strategic component
- 00:05:52into our action RPG mix,
- 00:05:54almost like a tactical, turn-based tactical game.
- 00:05:56You know, we were thinking about like X-COM and Advance Wars,
- 00:05:59stuff like that. Can we infuse that type
- 00:06:01of drama, where you, like, hit that
- 00:06:03enter in button, and you're like, oh my god, am I gonna--
- 00:06:05Is this going to be a total disaster? Like, get that
- 00:06:07kind of drama into the moment to moment play.
- 00:06:10- How can we get the feelings of turn-based
- 00:06:13combat without necessarily making a turn-based
- 00:06:15combat game? So that was mostly what we were
- 00:06:17going for. And we tried a lot of different things.
- 00:06:19And one of the hardest things for us to manage
- 00:06:22in that combat style was how, like,
- 00:06:25when is the enemy turn? Like, when is the enemy phase?
- 00:06:28Because if you can plan out all your moves,
- 00:06:30like, when does the enemy have a chance to
- 00:06:33to strike, and how do you play
- 00:06:35defense in a game with the ability to
- 00:06:39kind of plan out your actions?
- 00:06:40- The transistor itself was not a
- 00:06:44factor in the story at all.
- 00:06:46For a long time, the name Transistor
- 00:06:49was not there. We were like, prototyping
- 00:06:51the story and starting to get levels
- 00:06:55up and running, and kind of--
- 00:06:57But, man. It was, it was just not
- 00:06:59happening. We were not feeling it.
- 00:07:01We were trying to kind of concept
- 00:07:03this protagonist character and this partner character.
- 00:07:07- The original character was initially meant to be
- 00:07:10a boxer, someone who fought with
- 00:07:12his fists, which, you know, I
- 00:07:14think everyone was into. Greg and I
- 00:07:17were both into it. Like, we both have
- 00:07:19our favorite boxer characters for, like,
- 00:07:21Street Fighter, anime. There's tons of awesome dudes who
- 00:07:24fight with their fist. He was a boxer
- 00:07:28with a spirit friend, because, again, we had a
- 00:07:34one player game in Bastion, or a single protagonist
- 00:07:37game where you were kind of alone
- 00:07:39in the world. And in Transistor,
- 00:07:41I think we may have thought, like this was our one where we
- 00:07:45could make you feel less alone.
- 00:07:47- So Red was not the original protagonist of the game.
- 00:07:49The transistor guy was. There is a theory that
- 00:07:54maybe players were kind of slow to
- 00:07:58latch onto Bastion because they may have
- 00:08:00been dismissing it as like, a kids' game.
- 00:08:03So there sort of was the plan with game number two
- 00:08:07was like, OK, the lead is just going to
- 00:08:09be, like, a badass dude, like many, many other
- 00:08:13video games.
- 00:08:13JEN: Red was actually the deceased
- 00:08:15girlfriend of the protagonist.
- 00:08:19And she was a singer and a star
- 00:08:21and it was kind of like this more
- 00:08:23noir-ish feeling storyline, I think.
- 00:08:27You know, we spent kind of months, I think,
- 00:08:31shilly shallying through those ideas.
- 00:08:35And I must have drawn 30 or 40
- 00:08:39iterations of the character until
- 00:08:44finally Greg was like, you know,
- 00:08:46do you want to try something else?
- 00:08:49- We realized that we weren't really
- 00:08:51into this kind of story that
- 00:08:53we were telling, this character that
- 00:08:55we were developing. And so we went back
- 00:08:59to an idea that actually predates
- 00:09:03even the release of Bastion. It was
- 00:09:05from an idea that Jen Z,
- 00:09:07our art director, and I talked about
- 00:09:09on the drive back from E3.
- 00:09:12It was going to be a fantasy game.
- 00:09:14There's a woman who's just kind of like a
- 00:09:17unassuming woman kind of working at, like, a fantasy tavern.
- 00:09:21And one day she falls in love with
- 00:09:25a traveling wizard, but one day after that,
- 00:09:31some people come for this wizard and kill him
- 00:09:37with a powerful kind of demonic blade.
- 00:09:40But in the struggle the blade is lost.
- 00:09:42And she picks up this blade and miraculously hears
- 00:09:49the voice of this guy that she fell in love with
- 00:09:53speaking to her from it, and proceeds
- 00:09:55to have her revenge.
- 00:09:58That was an idea that Jen and I were
- 00:10:00excited about but was not a game that we ended up
- 00:10:03making, obviously. So it's kind of like, well,
- 00:10:05that was cool, but we're just shooting,
- 00:10:10shooting the breeze driving home from E3.
- 00:10:13So the surprise was that that idea actually
- 00:10:16stuck, and we came back, when we were trying to problem solve
- 00:10:20what to do with the story of Transistor, it's like,
- 00:10:22god damn it, why aren't we doing that?
- 00:10:25That was the story that we wanted to make.
- 00:10:27But to me, I was like, Jen, like,
- 00:10:30that only works because it's fantasy.
- 00:10:34Because you can't have, like, a--
- 00:10:36You can't have, like, a demonic
- 00:10:39rune sword in a science fiction setting, right?
- 00:10:41Jen is like, hold my beer.
- 00:10:44- I was like, OK, I love drawing girls.
- 00:10:46[LAUGHS] I got this.
- 00:10:49And within, like, an hour,
- 00:10:51I had reduced a couple drawings, I think,
- 00:10:53a couple concepts, like very rough.
- 00:10:55And immediately I think both Greg and I
- 00:10:58just felt like it was so much stronger
- 00:11:01and so much more exciting.
- 00:11:03- And she comes back with the first
- 00:11:05illustration of Red and the transistor,
- 00:11:07which is very, very close to her
- 00:11:10final design. She got it basically
- 00:11:1395% of the way there on her first shot.
- 00:11:16And it was one of those things. We, like,
- 00:11:18went and showed this to the team.
- 00:11:20Because everyone on the team had their different
- 00:11:22feelings about where the game should be.
- 00:11:24And we were looking for that visceral reaction of, like,
- 00:11:27whoa, like, yes. Say no more.
- 00:11:30And that's what happened.
- 00:11:32- It was, like, such a eureka moment
- 00:11:34when I first saw Jen's
- 00:11:36concept art for Red with the transistor,
- 00:11:40now just wielding it. It just made so
- 00:11:43much more sense, and just clicked immediately.
- 00:11:46GREG: Even though we made a really
- 00:11:48dramatic change to what the story of
- 00:11:50Transistor was going to be, it was still
- 00:11:52working with a lot of what we had
- 00:11:54developed to that point. 'Cause we were
- 00:11:56still working on a story about, that always
- 00:11:59was going to involve a singer who,
- 00:12:03whose voice was taken from her, except
- 00:12:05she was actually going to be essentially
- 00:12:07dead, and you played as this other
- 00:12:09guy who loved her, who was in this
- 00:12:12relationship with her, who was committed to trying
- 00:12:15to bring her back. We essentially
- 00:12:17role reserved that story, where it was now
- 00:12:19going to be about Red, and this other guy was
- 00:12:21the one who was dead, and her quest
- 00:12:25to bring this guy back. So when you
- 00:12:27kind of go back through some of our earlier
- 00:12:29concepts, it's for sure we evolved the
- 00:12:32characters and other aspects of the story a great deal
- 00:12:34but we didn't completely start over from that
- 00:12:38perspective. So that gave us a lot of
- 00:12:41our momentum back. We're like, OK,
- 00:12:42This is Red's story. Got it.
- 00:12:45[MUSIC PLAYING]
- 00:12:53- We took a lot of iterations actually to
- 00:12:55get to the point where we kind of cracked
- 00:12:58what we wanted out of the game, which was
- 00:13:01you know, Red could stop time at any moment,
- 00:13:03plan the actions. But the actions you took
- 00:13:05are the same ones you can take in real time.
- 00:13:07They're not special or distinct in that way.
- 00:13:10They take up a certain amount of your focus bar.
- 00:13:12And once you-- or that was the development name for it,
- 00:13:16the turn bar. [LAUGHING]
- 00:13:18And once you're-- Once you have
- 00:13:20everything planned, you can hit a button.
- 00:13:22You watch her execute all the moves in
- 00:13:24real time, but then there's a recovery period
- 00:13:26where only, you know, one defensive
- 00:13:30power is able to be used. And that recovery
- 00:13:32period ended up being the enemy phase.
- 00:13:34It suddenly unlocked a bunch of stuff. It meant
- 00:13:36that we could actually have hyper-aggressive
- 00:13:38enemies, and it felt thematically relevant
- 00:13:41to that game, where Red is being hunted down by
- 00:13:43the Process. They could have the kind of
- 00:13:45oppressive capabilities that even the enemies
- 00:13:47in Bastion couldn't really have, because you
- 00:13:49always had in your back pocket the ability to
- 00:13:51stop the game, plan out your actions.
- 00:13:53- You know, when we're making the AI for
- 00:13:55a game, if you focus usually
- 00:13:59is not on just how to make it really
- 00:14:01good. You know, you can make an enemy that just
- 00:14:03perfectly dodges out of the way of the player
- 00:14:06at the very last second every single time.
- 00:14:08That's not going to be a good experience.
- 00:14:10So the goal is usually to make something,
- 00:14:13you know, that feels more natural and is just
- 00:14:15kind of, like, fun for the player to fight against,
- 00:14:17that kind of give natural openings for the player
- 00:14:20to attack, and, you know, doesn't let the player
- 00:14:22fall into the same pattern over and over again,
- 00:14:24but without doing things that are unfair.
- 00:14:26If you take a, you know, shooter, for example,
- 00:14:29an easier example, like the easiest possible
- 00:14:31thing is just to have, tell the AI always
- 00:14:34aim directly at the center of the opponent's head.
- 00:14:37That's really easy. Coming up with, like,
- 00:14:39what the, you know, system or algorithm
- 00:14:43or heuristic is to make them kind of like
- 00:14:45you know, miss in a natural way,
- 00:14:47that's actually a much more difficult problem.
- 00:14:49JEN: We had talked about them
- 00:14:51as being products of what we were
- 00:14:53internally calling the virus. In speaking of it
- 00:14:57as a virus, and especially in a world where
- 00:15:00we were kind of following this more art nouveau
- 00:15:02and softer look, it just kind of felt
- 00:15:06appropriate to make these feel a little, like, fleshier.
- 00:15:11And then the other side of it is that I--
- 00:15:13As mentioned, I think a lot of the enemy
- 00:15:17design in Bastion was far too intricate.
- 00:15:21And in Transistor, I swore to myself
- 00:15:24that I would simplify, so the enemy designs are
- 00:15:29far simpler in Transistor, and I think that's for the better.
- 00:15:36[WHOOSH]
- 00:15:40The function system in Transistor was like a joy
- 00:15:43to make because it led to a lot of discovery on team,
- 00:15:45like you would put two combinations together.
- 00:15:47And the discovery on team is usually like, this doesn't do anything.
- 00:15:50So we have to make it do something
- 00:15:53and work, so a lot of it was
- 00:15:57trial and error, putting stuff together,
- 00:15:59figuring stuff out. And we had a lot of people
- 00:16:02on the team helping us figure those things out.
- 00:16:04- The, I mean, the whole, you know, code
- 00:16:06theme of that game was, of course,
- 00:16:10very intentional on Greg's part.
- 00:16:12Definitely throughout that project, he would, like, ask me
- 00:16:15just little things, like the formatting of, like,
- 00:16:17there was, like, comments on some of
- 00:16:20the, you know, character inspect screens there
- 00:16:23that are, you know, look like what
- 00:16:25the actual comments in code look like,
- 00:16:27and the name of various functions.
- 00:16:30Or I think there's like a NaN,
- 00:16:32a NaN in the game, which stands for
- 00:16:35not a number, which is like a programming
- 00:16:37term or math term for when you
- 00:16:39divide by zero. So we talked about
- 00:16:41that stuff, and those were a lot of fun.
- 00:16:43Fun little details to add to the game.
- 00:16:46- There was so many disastrous versions of this
- 00:16:48system that finally culminated in
- 00:16:50an idea that I believe Gavin had about
- 00:16:54consolidating our powers and upgrades into a
- 00:16:56single thing. And, you know, Greg brought the
- 00:16:58function metaphor and helped us make sense of all of this.
- 00:17:01So you would just take a power,
- 00:17:03you'd put it in the slot,
- 00:17:04you could put a power on top of it,
- 00:17:05which would change it. And you could put a
- 00:17:07power in a passive slot, which would change it.
- 00:17:09And there would only be 16 things now
- 00:17:11instead of like 116 things.
- 00:17:12- You know, we ended up with, I believe,
- 00:17:14the 16 functions that could, you know,
- 00:17:16interact with each other in pretty much every different
- 00:17:19combination, and just coming up with
- 00:17:22you know, what happens when you put this function on this
- 00:17:26function, or, you know, vice versa, or put this
- 00:17:28one in a passive slot. We love when players
- 00:17:31kind of have an idea of like, oh,
- 00:17:33when I see these two, maybe if I combine
- 00:17:35these in this way and use them against,
- 00:17:37you know, this monster, then it might--
- 00:17:39It might be a really cool outcome.
- 00:17:42And then having them, you know, collect those
- 00:17:44things, and put them together, and seeing that happen.
- 00:17:46- That simplification and streamlining took a long
- 00:17:48time to get to, and, you know, when you have
- 00:17:52broad, ambitious, at least for our scale,
- 00:17:58kinds of ideas, stuff takes longer to make.
- 00:18:01It takes longer to figure out, and that was
- 00:18:04just the process on Transistor. Everything was slow.
- 00:18:07- Even though this idea of, like,
- 00:18:09her and her sort of, like, talking sword
- 00:18:12seemed very clear, at least to,
- 00:18:14at least to someone like me, it turned out to be
- 00:18:17a big challenge to convey that
- 00:18:19in a video game, and we started testing it
- 00:18:22on people, and they were like, oh,
- 00:18:24you guys are doing the narration thing again.
- 00:18:26And I'm like, oh my god.
- 00:18:27They didn't know where the voice was coming from.
- 00:18:30It was a mess. So the way we
- 00:18:32where's the voice coming from is through
- 00:18:34through, like, we-- An engineer, Chris Jurney,
- 00:18:37who was working with us at the time, he
- 00:18:39was able to get the thing going,
- 00:18:42I think with help from the rest of our engineering team,
- 00:18:45so that the sword would flash in sync with
- 00:18:47the speech. And like, that, it actually
- 00:18:50took quite a bit, but thankfully, as soon as we got
- 00:18:52the sword flashing in sync with the speech, people were like,
- 00:18:55oh yeah, it's the sword talking. Duh.
- 00:18:57You know, and we're like, oh, thank god.
- 00:18:59- I was excited about the concept.
- 00:19:01But I also was like incredibly intimidated,
- 00:19:03because when you think about sci-fi,
- 00:19:07like I just think sci-fi worlds are
- 00:19:09harder to execute because they
- 00:19:11require you to kind of creatively
- 00:19:16ideate around things that are more
- 00:19:19modern and therefore things that people
- 00:19:22have more expectations around.
- 00:19:24I also hate drawing buildings.
- 00:19:26But I told the guys, you know, in isometric,
- 00:19:30you know, a building in the foreground is just going to obscure
- 00:19:32100% of gameplay. So we need to have
- 00:19:36shorter buildings. We can maybe have
- 00:19:38taller buildings in the background.
- 00:19:39Well, we can sell the idea of going
- 00:19:42amongst really tall skyscrapers,
- 00:19:44but we can't actually show it.
- 00:19:46- When it comes to, like the idea of a sci-fi
- 00:19:49love story, we kind of had to drill down
- 00:19:52into what that meant. We realized quickly
- 00:19:54that we weren't interested in the kind of
- 00:19:56sci-fi that was kind of very far-flung.
- 00:20:00It wasn't going to be, like, laser guns and
- 00:20:02spaceships and stuff like that.
- 00:20:03We were much more interested in like, kind of the
- 00:20:05cyberpunk genre, something that felt very
- 00:20:07grounded, and actually kind of modern.
- 00:20:10In that respect, it would take on some of the
- 00:20:12like, anachronistic elements of Bastion.
- 00:20:15But whereas Bastion has this, like,
- 00:20:17frontiersy feel to it, this would have like a
- 00:20:20modern, almost like a roaring twenties,
- 00:20:2420th century kind of feel,
- 00:20:26but still have, like, a high-tech
- 00:20:28component running through it.
- 00:20:30Though, looking at cyberpunk in particular
- 00:20:32we realized the aspects of it that we were
- 00:20:36really interested in is like that kind of,
- 00:20:38the neon lit aesthetic the kind of--
- 00:20:41The beauty of it, the high society
- 00:20:43kind of class of it, but less the parts
- 00:20:46that are, like, really seedy and really
- 00:20:49could be really gory.
- 00:20:50- It was incredible that they were,
- 00:20:53they were on board with this, because I think
- 00:20:55it's unusual to think about cyberpunk without
- 00:20:59invoking something like Bladerunner.
- 00:21:01Camilo, our 3D artist, he came on a couple
- 00:21:05months in. And then I think like two or three
- 00:21:08months laters Josh showed up on the scene
- 00:21:11and added incredible particle effects,
- 00:21:15and beautiful UI and UI transitions,
- 00:21:20and screen transitions to everything.
- 00:21:22And I was like, oh my god.
- 00:21:24This is amazing.
- 00:21:31[MUSIC PLAYING]
- 00:21:34TRANSISTOR (VOICEOVER): Hey. I have a favor to ask.
- 00:21:41Let me go.
- 00:21:45DARREN KORB: At the beginning of transistor, I would say
- 00:21:47I spent, like six months prototyping the music.
- 00:21:49I think for me, the tone of that game
- 00:21:54and the world really crystallized when we
- 00:21:56made this tone video where we had some voiceover
- 00:22:00from Logan, some incredible concept art from Jen,
- 00:22:02writing from Greg, and this piece of music.
- 00:22:04And we put it all together in a little video.
- 00:22:08And once that all came together, that was the time
- 00:22:11when I was like, yeah, oh, this.
- 00:22:13This is where we're going. Let's go there, and
- 00:22:15go there as fast as we can.
- 00:22:17TRANSISTOR (VOICEOVER): I'm going to ask them why.
- 00:22:21Why you? Why the white walls?
- 00:22:27Why end like this?
- 00:22:34DARREN: Once it became Red, I knew the music
- 00:22:37had to be her music. Red being a singer
- 00:22:41and being silent, and Red's role in
- 00:22:45the world of Transistor and Cloudbank
- 00:22:47was a really important part of my process,
- 00:22:50considering that, considering-- Figuring out what kind of
- 00:22:54character Red was, what kind of music she'd make
- 00:22:56what kind of lyrics she'd write, 'cause I had
- 00:22:58to try and embody this character
- 00:22:59while writing the lyrics, and I want to make the
- 00:23:02songs sort of, in a way applicable to what's
- 00:23:06happening in the story, but I wanted Red to have
- 00:23:08already written these songs in advance of the
- 00:23:10of the game. So it was a
- 00:23:12real tightrope walk.
- 00:23:15[MUSIC PLAYING]
- 00:23:19- I moved to New York in 2007.
- 00:23:22I had a lot of friends there who were in the
- 00:23:24theater, kind of singing arena, and they introduced me
- 00:23:28to Darren. I think it was his brother Dan
- 00:23:30introduced us 'cause I was doing some
- 00:23:32singing stuff, trying to make it in New York.
- 00:23:35And he gave me a couple fun things to
- 00:23:38do outside of video game stuff. And then
- 00:23:40I remember when he started doing Supergiant Games,
- 00:23:43he came to me, and he said, do you want to sing on a
- 00:23:45video game? And I was like, sure.
- 00:23:48[HUMMING]
- 00:23:54We got the VGA nomination for
- 00:23:57"Build That Wall," so there was a lot of, like,
- 00:23:59excitement around that song in particular
- 00:24:02for Bastion. So I knew that it was, like, going
- 00:24:05well, but, you know, when they asked me to come back
- 00:24:08and do some more stuff for Transistor,
- 00:24:10I was over the moon, and so yeah. I had
- 00:24:13no idea what that was going to turn into.
- 00:24:15I thought it was going to be like another kind of
- 00:24:17like one and done song, but it felt like they kept
- 00:24:21coming, like, you know, like, we have another one.
- 00:24:23We have another one, like this is where the story's going.
- 00:24:26I think we did everything from Darren's apartment
- 00:24:29in Brooklyn. He had like a closet.
- 00:24:32It wasn't even a walk-in closet. It was just like a
- 00:24:34built in closet, and he would like
- 00:24:36cover it with these soundproof blanket things.
- 00:24:41And then I would, like, face into all of the clothes.
- 00:24:45And he would have the mic cord like
- 00:24:48snaking through the other room to his living room.
- 00:24:51And then he would be on the other side.
- 00:24:54So we would have to, like, kick Michelle
- 00:24:56and Milo, his wife and son, we'd have to
- 00:24:58kick them out while we did our recording.
- 00:25:00And he would just feedback to me, like, let's
- 00:25:03do it again, but a little differently, you know,
- 00:25:05we could see each other. It was like a very
- 00:25:07hilarious setup.
- 00:25:08[DANNY LAUGHS]
- 00:25:09And I stared at, like, all of his graphic tees
- 00:25:11and Converse. I can like, memorize
- 00:25:13on the shelf. It was very funny.
- 00:25:17[CRASH]
- 00:25:20[HUMMING]
- 00:25:23- The idea to have Red humming, for example,
- 00:25:28that you could only hear when you enter turn mode,
- 00:25:30was something that I knew I wanted to do
- 00:25:32once we'd figure out what her deal was,
- 00:25:35that she was the protagonist, that she was a singer,
- 00:25:38who couldn't speak, who'd lost her voice.
- 00:25:40I knew that if we're going to put you inside
- 00:25:42as you're sort of planning out what you're going to do,
- 00:25:45there has to be some sort of vocalization in there.
- 00:25:48- Some of them are really, like, intricately weird.
- 00:25:52Like it took me a long time to get the first take.
- 00:25:54So I was like having to hum that was
- 00:25:56definitely like a project, but I've actually heard
- 00:26:00a lot of people think that, or say that
- 00:26:02they want, like, the soundtrack of just
- 00:26:05the humming, which is really funny.
- 00:26:07But I think that that's
- 00:26:09genius, like whenever I try to tell non video game
- 00:26:12people like how the songs that I work on are
- 00:26:15incorporated into the game, that's like, always my
- 00:26:17go-to.
- 00:26:20[WHOOSH]
- 00:26:21- For Transistor, I think we saw that a lot of
- 00:26:24people, you know, it had this broad experimental system.
- 00:26:29But I would be surprised if the way a lot of people
- 00:26:31play it is they find something they're comfortable with
- 00:26:33and they just kind of roll with it for a long time.
- 00:26:36I think that's like, pretty common kind of action RPG
- 00:26:40behavior. I think that's like a standard
- 00:26:42way for players to play.
- 00:26:44We try to do some stuff in Transistor to push
- 00:26:46their comfort zone, so like when you
- 00:26:48get defeated, instead of just losing and
- 00:26:50re-checkpointing, you lose your highest value,
- 00:26:52highest memory value function gets
- 00:26:54popped out, and you have to finish the fight with the other three,
- 00:26:56then the other two, then the other one,
- 00:26:58and then you have to start over.
- 00:26:59so we were trying to do stuff to move people
- 00:27:01off their comfort zone, and that was part of the CCG model too.
- 00:27:04But honestly, a lot of that stuff comes from a point of view,
- 00:27:08a very designery point of view, which is like, kind of like,
- 00:27:11eat your vegetables game design. You know, it's like
- 00:27:14hey, player. You always do this fun thing you like doing.
- 00:27:18But there is this interesting thing you could be doing.
- 00:27:22And let's get you to do that
- 00:27:24interesting thing. And I think Transistor
- 00:27:26struck a pretty good balance of it, but that also means
- 00:27:28a lot of players found a couple combinations that really worked for them,
- 00:27:31and they probably used a lot of them through the game
- 00:27:34even though there are 3000 combinations
- 00:27:36they could be using, you know, they were using 12.
- 00:27:39But that's OK, because we didn't, we didn't
- 00:27:43make a game to just feel good about the number of
- 00:27:46function combinations in the game. We made a game to be a
- 00:27:50full experience. And if part of their experience was
- 00:27:52I'm in danger. I'm unsafe. I want to use stuff that works
- 00:27:56so that Red, like, achieves her goal, that's totally OK.
- 00:28:00There are enemies in the later game that basically add
- 00:28:02considerations to the combat, like
- 00:28:04now you need something that can burst down
- 00:28:09multiple enemies, or you could turn on limiters that now add
- 00:28:12a shield to all the cells that you have to pick up.
- 00:28:15So you need to find a way to pop shields very easily,
- 00:28:19and you can't just make a very high damage burst build.
- 00:28:21So there are things that the game tries to do to put
- 00:28:23you into different builds, into different setups.
- 00:28:26And the limiter system in that game, which
- 00:28:28like, you know, creates these multiplicative
- 00:28:31sometimes strategic and sometimes just like
- 00:28:33challenging considerations in the fights
- 00:28:36with something, well, it's always sort of been--
- 00:28:39It's been, like, our staple to have
- 00:28:41these elective difficulty systems that you can layer
- 00:28:44on into the game so that you can
- 00:28:47tailor the way in which you want to
- 00:28:49make it hard. We've always shied away
- 00:28:53from sort of the traditional.
- 00:28:55easy, medium, hard type stuff.
- 00:28:58Especially at the beginning. If we don't think
- 00:29:01the game needs it, we would prefer to kind of
- 00:29:03focus on a single experience that you can
- 00:29:05tailor as you go. And, you know, Bastion ended up
- 00:29:08having a no sweat mode where you did have unlimited lives
- 00:29:10and this type of thing, but
- 00:29:14those are, those are sort of not our kind of
- 00:29:18starting points for a lot of this stuff.
- 00:29:20Like, if you're going to find a design
- 00:29:22theme in all of our games, it's 100%, it's player failure.
- 00:29:27We're thinking about player failure all the time.
- 00:29:29We're thinking about ways to make the
- 00:29:33failure experience interesting, or support it narratively,
- 00:29:39or justify it in the game world,
- 00:29:41or make it interesting to have a setback.
- 00:29:44And all four of our games have something like this,
- 00:29:47which is a result of dozens of hours of
- 00:29:50conversation and things we've tried that end up
- 00:29:52not working.
- 00:29:53[MUSIC PLAYING]
- 00:29:58- Before we announced that game, we collectively as a team
- 00:30:02were terrified that we were going to
- 00:30:04fall on the wrong side of, like, similar to Bastion.
- 00:30:08There's the similar to Bastion that's like,
- 00:30:11oh, awesome, it's a whole exciting new game
- 00:30:14from the creators of Bastion. And there's a similar
- 00:30:16to Bastion of, oh, dude, they just
- 00:30:18you know, swapped the kid with a girl and kind of like
- 00:30:22palette swapped all the art and called it a day.
- 00:30:24We were really afraid of that assessment and of
- 00:30:27people being really angry that we didn't
- 00:30:29just go on to make a Bastion 2, because
- 00:30:31a ton of the feedback we were getting on Bastion was
- 00:30:33oh, dude, that game was so cool. When's the sequel?
- 00:30:35And we're like, heh, heh, heh, yeah.
- 00:30:37Even for those of us who were more
- 00:30:39optimistic about how that was going to go,
- 00:30:41it wildly exceeded our expectations
- 00:30:46as far as the like, excitement, the raw excitement over
- 00:30:51the announcement. We were, we were shocked.
- 00:30:54Because just days before, we were so concerned
- 00:30:58about how the announcement was going to go, that we were, like,
- 00:31:01very close to just pulling the plug on it.
- 00:31:05Like, we should wait. We're not done.
- 00:31:07We're not ready. We need to, we need more time.
- 00:31:09So Transistor came out, and unlike Bastion,
- 00:31:12within a month, we knew it was going to enable us
- 00:31:15to make another game. In Transistor's case,
- 00:31:17you know, we self published it, so
- 00:31:19you know, we know, we had to do all the little bits and pieces
- 00:31:22to get it on the PS4 and get it up on Steam,
- 00:31:25were the first two places that it appeared.
- 00:31:27It was really incredibly good to have made a game
- 00:31:33that did not necessarily
- 00:31:37make everyone hate us. [LAUGHING]
- 00:31:41So that is such a lukewarm way to talk about
- 00:31:45Transistor's accep-- So, the reason I
- 00:31:48sound like this when I talk about Transistor is 'cause
- 00:31:50of how scared we were. Like we were just terrified.
- 00:31:53And so everything I say about
- 00:31:55Transistor, when I transport myself
- 00:31:57back there, is from a completely fear-based
- 00:32:00point of view, of like, oh my god, this is
- 00:32:02the game that kills the company. And this is the game that
- 00:32:05undoes the legacy of Bastion. And this is the game
- 00:32:08that you know, all these little decisions we made,
- 00:32:12maybe we made too many ones that are
- 00:32:14too esoteric, and aren't for certain players, and
- 00:32:17people were really kind to that game.
- 00:32:20And they were even more kind to it like a year or two
- 00:32:24or three years later. It's the kind of game where
- 00:32:26I feel like the reception just got better
- 00:32:28and better, and better, and better.
- 00:32:29- Five plus years after the fact, it's actually
- 00:32:33bizarre to me that I see more--
- 00:32:35I see much more love for Transistor now,
- 00:32:37even than Bastion. I think part of it
- 00:32:39is because Bastion is just kind of old.
- 00:32:41And Transistor maybe just kind of
- 00:32:45reached peak nostalgia for people, so
- 00:32:47people who are like, you know, maybe played it at 13, they're like
- 00:32:5118, 19 now. And they're like, oh, you know.
- 00:32:53So we hear from these people for whom Transistor
- 00:32:56hit them at the right place at the right time.
- 00:32:58- Like it turns out, what I ended up really hoping for
- 00:33:03from Transistor is that it was some people's
- 00:33:06favorite game of ours, and it was. And then
- 00:33:10it turned out it was many people's favorite game.
- 00:33:12And I'm not saying, oh, we should have been fearless.
- 00:33:14It's just, you know, the best thing about Transistor
- 00:33:17no matter how it would have ended up doing, is that it
- 00:33:20came out, and we were done with it.
- 00:33:22Because we needed to do that. We needed to
- 00:33:25go through whatever that was. We needed to
- 00:33:28figure out how to work together, how to start a game
- 00:33:30together, how to finish another game together,
- 00:33:32how to work in an office together,
- 00:33:34how to make big decisions as our own publisher.
- 00:33:37We needed to go through all of that in order to
- 00:33:39make the next set of decisions that we were going to have to make.
- 00:33:44[MUSIC PLAYING]
- 00:33:55- I think "Paper Boats" actually is the
- 00:33:58one that I get the most comments on.
- 00:34:00Someone at a recent show who told me that it was their
- 00:34:03song for their wedding, like during their first dance
- 00:34:07or, oh, it's my lullaby,
- 00:34:09for my baby to go to sleep, or it's my
- 00:34:11alarm when I wake up. You know, it's
- 00:34:13just really fun to see how it's
- 00:34:15kind of gone out into the world.
- 00:34:17I had just met my now-husband, so I
- 00:34:19remember thinking about it as like a
- 00:34:21cool song about, you know, love, partnership.
- 00:34:25Two-- in my feeling, it has like two very
- 00:34:27distinct parts, so it's like I liked
- 00:34:30kind of going from one to the other.
- 00:34:32And doing that vocally was fun.
- 00:34:35SINGING: I will always find you like it's written in the stars.
- 00:34:45You can run, but you can't hide.
- 00:34:55Try. I will always, always find you.
- 00:35:05I will always, I will always,
- 00:35:15always find you, I will always.
- 00:35:24I will always find you like it's written in the stars.
- 00:35:36We can run, but we can't hide. Try.
- 00:35:48I will always find you like it's written in the stars.
- 00:36:01We can run, but we can't hide. Try.
- 00:36:12I will always, always find you. I will always.
- Supergiant Games
- Transistor
- Bastion
- game development
- creative process
- game design
- RPG
- sci-fi
- narrative
- gameplay innovation