On ‘Sable’: “You’ll see other quests in the game that are a little silly”

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WIRED: Tell me about the evolution of the game from GIF-porn to what it is now.

Gregorios Kitreotis: In 2018 we showed the first trailer. And in some ways we may have shown it too early. At that point, we only had three months to fully develop. A month of this was spent preparing this trailer for the demonstration. You know, those were really the early days.

The original idea of ​​the game, before we even signed with a publisher, was that this would be the project we liked, and we didn’t think it would be commercially viable. We were just going to work on it for six months and put it there. Then we got a publisher and it became a slightly bigger project. We signed a Game Pass deal, which gave us security to spend more time on the project. We were also a small team that played an open world game. In retrospect, this was a pretty stupid decision. But I think it will pay off. We managed to expand our internal team and attract many people. But we are not a shooter of 20 people, full time or anything like that. It is still very small.

We have always been careful how much we talk about specific features. And again, like everything we would show on Twitter, I would only show things that have 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 some hasty impression. The downside of this is that if you are too vague or leave too loose, people start designing [additional features and gameplay] on your project and you need to be careful about that.

Can you talk about releasing the game as a demo?

GK: A big advantage of the recent demonstration was the opportunity to show people what the game is like. Because, you know, in the beginning, people were like, “Oh, is this a racing game?” No, it’s not. Although that was when the first trailer came out, because you couldn’t even get off the bike. Basically, we started a completely different project to make the bits off the bike.

I think the demonstration is also a product of the Covid-19 pandemic. Otherwise, we would go to events and sit next to a building and say, “Play for half an hour.” We probably wouldn’t take the time to figure out how to make this work on other people’s machines. It’s a lot like releasing a miniature game.

Other interviews are compared Sable to Breathing wildlife. From the demonstration, I felt that they were actually quite different. How do you see the comparison?

GK: The basic systems have many similarities and I think we learned a lot from the structure of BOTW. This is a game that has inspired us a lot because it does a lot of this research very well. We do not have any of the physical systems and combat systems. The atmosphere is a little different. I think it’s also hard to talk because you don’t want to compare it too much to a game like that. Because again the expectations will be wrong.

Sable is more of an adventure game. It’s a little cooler. One of the things we really wanted to do was design a game where players got a real sense of mystery and maybe that atmosphere that comes from The shadow of the colossuswhich is much quieter than something like that Breathing wildlife. You can drive long distances and meet very few and be at ease with it, but where they have these amazing sequences of bosses, we don’t even have that and we have to rely more on the atmosphere. When you talk about inspiration, it’s just like, “What things do I like? So what do I want to put into my life? ”

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