Interview: Safe House Dev Lab Games’ Mark Collins

Lab Games Safe House Screenshot

(Safe House - Lab Games)

<p>Lab Games has been working on <em>Safe House<&sol;em> for a while&period; According to the developer&comma; it&&num;8217&semi;s been years in the making&period; Now&comma; however&comma; the strategy&sol;spy game has finally been released&period; By all indications&comma; it looks like the game is set to be a big hit&period;<&sol;p>&NewLine;<p>We sat down with Lab Games&&num;8217&semi; Mark Collins in order to talk about it&period; Throughout our conversation&comma; we talked Kickstarter&comma; Steam Greenlight and the future of the game&period; It&&num;8217&semi;s somewhat of an interesting tale&period; Check it out below&period; The interview has been lightly edited for clarity&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138808" aria-describedby&equals;"caption-attachment-138808" style&equals;"width&colon; 1438px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-138808" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26043033&sol;Lab-Games-Safe-House-Screenshot&period;jpg" alt&equals;"Lab Games Safe House Screenshot" width&equals;"1438" height&equals;"810" &sol;><figcaption id&equals;"caption-attachment-138808" class&equals;"wp-caption-text">&lpar;Safe House &&num;8211&semi; Lab Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<h4><strong><em>Safe House<&sol;em> is a strategy infused spy game&period; With that in mind&comma; were there any other games or movies that inspired certain aspects of the game&quest; For example&comma; was there anything that you thought&comma; &OpenCurlyQuote;We need to have that element in <em>Safe House<&sol;em>’&quest;<&sol;strong><&sol;h4>&NewLine;<p>One of the biggest influences actually was <em>Papers&comma; Please<&sol;em>&comma; which isn&&num;8217&semi;t so much a spy game&comma; but the general structure very much influenced <em>Safe House<&sol;em>&period; The general idea of doing what would be considered busywork and making it addicting was the inspiration behind a lot of the game&&num;8217&semi;s puzzles&comma; from forging documents and decoding messages&period;<&sol;p>&NewLine;<h4><strong>Speaking of influences&comma; the spy genre normally takes current affairs as inspiration&period; Were there many real-world events that inspired missions or other aspects of <em>Safe House<&sol;em>&quest;<&sol;strong><&sol;h4>&NewLine;<p><em>Safe House<&sol;em> is set in the mid 60&&num;8217&semi;s&comma; so we actually looked backward for inspiration&period; It&&num;8217&semi;s set in a fictional nation&comma; which allowed us to write our own story and events&comma; but it was heavily inspired by previous time&&num;8217&semi;s governments and dictatorships were attempted to be overthrown&comma; from Cuba to Bolivia&period;<&sol;p>&NewLine;<h4><strong>The game has been in development for a number of years and even had a Steam Greenlight campaign&period; What kind of feedback did you get in those early days that helped during production&quest;<&sol;strong><&sol;h4>&NewLine;<p>We ran a Greenlight and Kickstarter campaign simultaneously and got most of the feedback from the Kickstarter backers&period; A closed beta was run back in October&comma; and there was plenty of feedback&comma; from simple bug reports to more major things like feedback on game flow&comma; pace&comma; and difficulty&period; Before the player feedback&comma; the mini-game portion of the game took significantly longer&period; Lots of players complained that it took a bit too long&comma; and so it was shaved down&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138809" aria-describedby&equals;"caption-attachment-138809" style&equals;"width&colon; 1438px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-138809" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26043127&sol;Lab-Games-Safe-House-Screenshot-2&period;jpg" alt&equals;"Lab Games Safe House Screenshot" width&equals;"1438" height&equals;"810" &sol;><figcaption id&equals;"caption-attachment-138809" class&equals;"wp-caption-text">&lpar;Safe House &&num;8211&semi; Lab Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<h4><strong>Strategy games are very hit or miss&period; Having said that&comma; the game brings a fresh take to the genre and manages not to be boring&period; Were there many aspects of the strategy genre that you decided to avoid&comma; or put your own unique twist on&comma; while you were planning the game&quest;<&sol;strong><&sol;h4>&NewLine;<p>The game is much more linear than most strategy games&comma; in terms of not just story&comma; but progression&period; We wanted the game to be more of a strategy&sol;narrative blend&comma; and as such&comma; the missions are always pointing the player to a specific goal&comma; whether it&&num;8217&semi;s completing a set mission or building a specific room&period; That&&num;8217&semi;s different from the more open-ended nature of other base building&sol;strategy games&period;<&sol;p>&NewLine;<h4><strong>Safe House is linear&comma; which is something you don’t see very much in strategy games – or&comma; at least&comma; not done well&period; Was being linear something that was important to bring to the game&comma; or was it simply just a better way to tell the games overall story&quest;<&sol;strong><&sol;h4>&NewLine;<p>Yeah&comma; that was a clear decision earlier on&period; Part of it has to do with the fact that we wanted the game to tightly tie in with the story&comma; so the gameplay progresses with the narrative&period; Another fact was that the player is meant to feel like they aren&&num;8217&semi;t fully in control at times- almost as if they&&num;8217&semi;re just a middleman&comma; and someone more shadowy is calling the shots&period;<&sol;p>&NewLine;<h4><strong>The game has a number of different possible endings&period; So&comma; would it be fair to say that player choices throughout the gameplay a big part&quest; Or does it simply come down to just a few major choices in the game&quest;<&sol;strong><&sol;h4>&NewLine;<p>We definitely didn&&num;8217&semi;t want the endings to boil down to one single choice right at the end of the game&period; Instead&comma; it’s the combination of various decisions that the player has to make throughout the campaign&period; Shadowy figures come and go&comma; and some will present you with various opportunities&period; Whether you go down those roads will affect the endgame&comma; and some endings will be completely closed off to the player based on that&period; The decisions go so far back that the player&&num;8217&semi;s actions only halfway through the game can potentially open or eliminate some endings&period;<&sol;p>&NewLine;<h4><strong>Obviously&comma; the game has only just landed properly on Steam&period; At the moment&comma; are there any plans to release DLC or expansions to the game&quest;<&sol;strong><&sol;h4>&NewLine;<p>The most immediate thing is to monitor player feedback and look to fix any urgent bugs or issues&period; After that&comma; we&&num;8217&semi;ll look into postgame content&period; There are many other missions and room types that would be fun to add via DLC or an expansion&period;<&sol;p>&NewLine;<h4><strong>The game is single player&comma; but it could be interesting to see how it would do in a multiplayer environment&period; Were there any plans to create a PvP version&comma; or would the mechanics behind that be too difficult to implement&quest;<&sol;strong><&sol;h4>&NewLine;<p>We had to commit fairly early on to be just single player only&comma; but multiplayer has always been intriguing&period; One thought that was particularly interesting was the idea of co-op play&comma; actually&period; Having one player assign missions&comma; while the other actually carried them out as a spy is an idea that we still really like&period; Perhaps there will be room in the sequel&excl;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138810" aria-describedby&equals;"caption-attachment-138810" style&equals;"width&colon; 1438px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-138810" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;26043248&sol;Lab-Games-Safe-House-Screenshot3&period;jpg" alt&equals;"Lab Games Safe House Screenshot" width&equals;"1438" height&equals;"810" &sol;><figcaption id&equals;"caption-attachment-138810" class&equals;"wp-caption-text">&lpar;Safe House &&num;8211&semi; Lab Games&rpar;<&sol;figcaption><&sol;figure>&NewLine;<h4><strong>Lab Games focuses on experimental and emerging gameplay mechanics&period; Would you be able to tell us a little more about the kind of mechanics that stand out&quest;<&sol;strong><&sol;h4>&NewLine;<p>We really experimented with the merging of the three different gameplay pillars&colon; base building&comma; unit management&comma; and puzzles&sol;minigames&period; On top of that&comma; like you mentioned&comma; the more linear nature of the game was definitely a conscious choice that <em>Safe House<&sol;em> explores&period;<&sol;p>&NewLine;<h4><strong>You’re a veteran of the video game industry&comma; having worked on a number of big titles&period; However&comma; you’ve released <em>Safe House<&sol;em> as an Indie Developer outside of that&period; Was there more freedom to explore as an Indie compared to studio development&quest;<&sol;strong><&sol;h4>&NewLine;<p>Definitely&period; In a big studio setting&comma; there are lots of shareholders &lpar;sometimes literally&rpar;&period; Decisions need to pass through a lot of people to be approved&comma; but as an indie&comma; you can be quicker on your feet&period; The beta was a good example of that- a player would give some feedback&comma; and we could implement it that night&comma; as opposed to a few weeks later &lpar;if at all&rpar;&comma; that you&&num;8217&semi;d see at a larger studio&period;<&sol;p>&NewLine;<p>Safe House is available on <a href&equals;"https&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;636230&sol;Safe&lowbar;House">Steam<&sol;a>&period;<&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"JeGr01S0Mw8" title&equals;"Safe House - Greenlight Trailer"><a placeholder href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;JeGr01S0Mw8"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;JeGr01S0Mw8&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"Safe House - Greenlight Trailer"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;

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