Sharpen Thy Shovel: A Chat With Yacht Club Games

<p>It didn’t take long after its launch last month for the crew over at Yacht Club Games to realize they had a hit on their hands with <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;dig-shovel-knight-review&sol;"><em>Shovel Knight<&sol;em><&sol;a>&period; To the delight of its backers and critics alike&comma; the game more than delivered on its Kickstarter promise as a gorgeously authentic love letter to the long gone &lpar;but not forgotten&rpar; NES era&period;<&sol;p>&NewLine;<p><strong>BagoGames&colon;<&sol;strong> First off&comma; congratulations on making such a kick-ass game&period; I had a lot of fun reviewing it&period;<&sol;p>&NewLine;<p><strong>Yacht Club Games&colon;<&sol;strong> Thank you so much&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> I need to ask&period; Why a shovel-wielding knight&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Well&comma; it actually originally came from a gameplay idea&period; We were brainstorming what we wanted our next project to be as a team and we were hovering around platformers&period; But&comma; flipping enemies with an attack and then finishing them with a down-thrust attack was a core mechanic we were talking about&period; So we were thinking about what weapon would work in a situation like that and we realized that using a shovel was a very natural motion for that&period; Then we embellished a little bit more and thought &OpenCurlyDoubleQuote;What if a shovel could be used as combat weapon&quest;” Then we designed a character that could walk around using a shovel&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085541&sol;Troupple-King&period;png"><img class&equals;"alignleft wp-image-64070 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085541&sol;Troupple-King&period;png" alt&equals;"Troupple-King" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Who came up with the idea for the Troupple&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Actually&comma; the Troupple was an idea that came around before <em>Shovel Knight<&sol;em> was even conceived of&period; It was based on a crate of apples&period; This was a real thing&excl; There was a trout that was being used to advertise fruit&period; So it was a big picture of a fish on the side of a cardboard box containing apples&period; Why would you use a fish to advertise apples&quest; So&comma; we were laughing about it and someone made a drawing on a post-it note that was a trout-apple and it said &OpenCurlyDoubleQuote;Troupple” and it just stuck on the fridge for a long time and it was like &OpenCurlyDoubleQuote;Man&comma; this needs to go in <em>Shovel Knight<&sol;em>&excl;” We knew we wanted to have an unstoppable dance and the Troupple King seemed like a natural choice&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> I assume that all of you guys&comma; if not most of you&comma; grew up playing NES games&comma; am I right&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Yeah&comma; but there are slightly different age gaps between us&period; I had an NES&comma; but I received it probably a few years after it was out of its prime&period; But it was still like a good portion of my early game playing career&period;<&sol;p>&NewLine;<p>Same here&period; The games that <em>Shovel Knight<&sol;em> represents are very much part of our gaming DNA&period; All of the mechanics-based platformers on the NES that focused on gameplay and aesthetics and being intuitive&semi; it’s less the individual games and more the zeitgeist of that time period&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085529&sol;screen&lowbar;16&period;png"><img class&equals;"alignright wp-image-64072 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085529&sol;screen&lowbar;16&period;png" alt&equals;"screen&lowbar;16" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> What was it that set those classic games we all remember and love&comma; like the ones that obviously influenced Shovel Knight&comma; apart from the rest of 800&plus; NES titles that weren’t as great&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Understanding it is a big part&period; A lot of those games suffer because they throw you in the deep end right at the beginning&period; Or&comma; they were too obtuse for players to understand why they were supposed to be fun&period; But&comma; the games that we talk about have a strict presentation&period; Like I understand what <em>Mega Man<&sol;em> is about&period; It’s about not falling into pits and shooting robots&period; But some of the weirder games aren’t remembered because the mechanics just didn’t click with players&period;<&sol;p>&NewLine;<p>The ones that we remember are the ones that were well designed&period; I think a lot of the developers were making licensed games but there was no gold standard to fall back on&period; The gold standard hadn’t been invented yet&period; Everyone was just trying everything out&period; Some stuff stuck and some didn’t&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> A lot of games that <em>Shovel Knight<&sol;em> draws inspiration from are obvious&comma; like <em>Super Mario Bros&period; 3&comma; Zelda I &amp&semi; II&comma; Ducktales<&sol;em>&comma; etc&period; Are there any games that had a more subtle influence on <em>Shovel Knight<&sol;em> that many people may not realize&quest;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085517&sol;screen&lowbar;10&period;png"><img class&equals;"alignleft wp-image-64074 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085517&sol;screen&lowbar;10&period;png" alt&equals;"screen&lowbar;10" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> It’s tough to say because a lot of subtle influences probably had a subtle result&period; A good example would be the map&period; We used <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;U&period;N&period;&lowbar;Squadron"><em>U&period;N&period; Squadron<&sol;em><&sol;a> as an example of how the map can be revealed and how the fog of war could lift and more stages could be shown&comma; but you’d still have a navigable world the whole time&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> What made you guys decide to forgo lives and continues for more a of <em>Dark Souls<&sol;em> type punishment upon death&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Well we knew early on that there is a lot of anger and hatred towards the old NES lives system&period; So&comma; it seemed like an opportunity to try something different&period; Plus&comma; there’s been a lot of other games coming out recently&comma; beyond <em>Dark Souls<&sol;em>&comma; that have been tuning the idea of what player death means&period;<&sol;p>&NewLine;<p>I’ve never really made a game that had lives&period; I think &OpenCurlyDoubleQuote;lives” is just an outdated&comma; arbitrary way to make you go back and do it again&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085452&sol;screen&lowbar;13&period;png"><img class&equals;"alignright wp-image-64079 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085452&sol;screen&lowbar;13&period;png" alt&equals;"screen&lowbar;13" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Some parts of <em>Shovel Knight<&sol;em> are REALLY tough&period; Was that a purposeful design choice and was there ever a point during development where you guys had to turn down the difficulty&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Turning down the difficulty was all we did&excl; That was the prevailing idea behind every time we looked at the levels or talked about gameplay concepts&period; It wasn’t turning the screws on the player&comma; but how we could provide the player a few more tools to get through a situation&period; In the beginning&comma; what we ask of the player is so&comma; so much less than what we ask of them at the end&period; I hate to fall back on this&comma; but like the only difference between the first mission I do in <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Assassin's&lowbar;Creed"><em>Assassin’s Creed<&sol;em><&sol;a> and the last is the setting&comma; you know&quest; I still need to use the exact same mechanics&comma; and probably not even in a more complex way&period; We wanted to make it so that instead of the character getting better by the end&comma; the player got better by the end&comma; which isn’t to say we don’t have some things that make the character better&comma; like upgrades&comma; but they’re more like tools that some people may like to use while others do not&period;<&sol;p>&NewLine;<p>As far as the difficulty goes&comma; we wanted the players&comma; when they finish the game&comma; to feel a major sense of accomplishment&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Speaking of difficult games&comma; tell me about some of your worst rage quit moments&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085433&sol;maxresdefault1&period;jpg"><img class&equals;"alignleft wp-image-64085 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085433&sol;maxresdefault1-300x225&period;jpg" alt&equals;"maxresdefault" width&equals;"300" height&equals;"225" &sol;><&sol;a><&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> I remember raging at <a href&equals;"http&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Punch-Out&excl;&excl;"><em>Punch Out<&sol;em><&sol;a> as a kid because that game is so difficult&excl; I mean&comma; my controller had bite marks in it as a kid&period; I’d just get super angry and I’d bite it&excl;<&sol;p>&NewLine;<p>I remember going to garage sales as a kid to get controllers multiple times and they’d have bite marks on them and I always thought &OpenCurlyDoubleQuote;Oh they must have a dog they just can’t train&excl;” It wasn’t until only a month ago that someone was telling me their NES story and they said they got so angry they bit the controller and I was like &OpenCurlyDoubleQuote;Oh my god&excl; All of those controllers had human bite marks all along&excl;”<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Yeah&comma; I’m not sure why&comma; but I’ve bit many of my controllers&period;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> &lpar;Laugh&rpar; Yeah&comma; that’s such raw aggression&excl;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> Now originally&comma; <em>Shovel Knight<&sol;em> was slated for release on March 31st&comma; but it was pushed just before launch&period; What was the reason for this&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> The game wasn’t done&excl; We needed a date to shoot for as a team&comma; for trailers&comma; marketing&comma; everything&period; I believed that it was possible to happen and we made a lot of our designs with that date in mind&period; But when the date got closer&comma; we realized that we were getting in all the stuff we wanted to get in&comma; but it wasn’t connected&period; It wasn’t as thought out as we wanted it to be&period; We knew that if we had just a little bit more time we could balance things and make the levels float together so much better&comma; so we decided &OpenCurlyDoubleQuote;Well&comma; that means the game isn’t done&period;” So&comma; we realized it was better to delay the game and put more effort into it&comma; rather than just release the game as it was&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085349&sol;screen&lowbar;09&period;png"><img class&equals;"alignright wp-image-64096 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085349&sol;screen&lowbar;09&period;png" alt&equals;"screen&lowbar;09" width&equals;"300" height&equals;"168" &sol;><&sol;a><&sol;p>&NewLine;<p>We’ve worked on games before where we weren’t calling the shots&comma; so when we still wanted to do stuff it was like &OpenCurlyDoubleQuote;Too late&comma; it’s out of your hands&period;” We always had to cut stuff&period; Sometimes that results in a more fine-tuned game&comma; but it wasn’t a choice we wanted to make on this project&period;<&sol;p>&NewLine;<p>By allowing ourselves the time to insure the quality&comma; I think we all agree that the game was just leaps and bounds better than if we’d just shoved it out the door&period; Plus&comma; our Kickstarter backers and most other people were understanding&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> When you guys sit down to play <em>Shovel Knight<&sol;em>&comma; what is your platform of choice&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> I love the 3DS version so much because of the stereoscopic depth and the StreetPass arena is a ton of fun&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085426&sol;Screen-Shot-2014-07-28-at-4&period;36&period;46-PM&period;png"><img class&equals;"aligncenter wp-image-64089 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085426&sol;Screen-Shot-2014-07-28-at-4&period;36&period;46-PM&period;png" alt&equals;"Screen Shot 2014-07-28 at 4&period;36&period;46 PM" width&equals;"530" height&equals;"694" &sol;><&sol;a><&sol;p>&NewLine;<p>I love the Wii U because I love the feel of the console and the gamepad jives with what I’m expecting&period; Also because the Miiverse messages that are displayed on screen is like a constant stream of funny fan art and weird puns&period; For me&comma; I’ve been seeing the same game for a year and a half and to see new content piped in from the Internet when I’m playing is an exciting way to help me see it with a fresh set of eyes&period; Plus seeing it on a big flatscreen is really&comma; really nice&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> The upcoming DLC were stretch goals&comma; right&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> That’s right&period; All the stretch goals that didn’t impact the main campaign of <em>Shovel Knight<&sol;em>&period;<&sol;p>&NewLine;<p>Some of the stretch goals are actually already implemented into the game&period; The music player in the form of the bard is in there&period; New Game Plus is already in there&period; Achievements are in there across all platforms&period; But there’s a ton of really big content that we haven’t even really started on yet&period; We’ve got three extra&comma; playable characters in addition to Shovel Knight so you’ll be able to play through the game with a slightly different story and totally different mobility&period; You’ll be able to play as King Knight&comma; Specter Knight and Plague Knight&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085417&sol;d967389674f7b5d7ff0375bd67d81d83&lowbar;large&period;png"><img class&equals;"alignleft wp-image-64091 size-medium" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2014&sol;07&sol;05085417&sol;d967389674f7b5d7ff0375bd67d81d83&lowbar;large-300x228&period;png" alt&equals;"d967389674f7b5d7ff0375bd67d81d83&lowbar;large" width&equals;"300" height&equals;"228" &sol;><&sol;a><&sol;p>&NewLine;<p>This is kind of a way to break the game open and try some crazy things&period; On top of those characters&comma; we’ll also have a challenge mode&comma; which will be a series of short&comma; but really challenging stages only one or two screens wide&period; There’s Gender Swap Mode which will replace all of the art for the main characters with that of the opposite sex&comma; which will be a fun way to experiment with character design&period; There’s also Battle Mode&comma; which is 4-player&comma; single console brawl game&period; We wanted it to land somewhere between the original <em>Super Mario Arcade<&sol;em> game&comma; and <em>Smash Bros<&sol;em>&period;<&sol;p>&NewLine;<p>We’re going to be developing this stuff over the course of the next 9 months or something and all these updates are just going to pop up for free&period; On day you’re going to wake up and there will just be more <em>Shovel Knight<&sol;em> in your download queue&comma; waiting for you&period;<&sol;p>&NewLine;<p><strong>BG&colon;<&sol;strong> So all this DLC will roll out on every platform&quest;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Yeah&comma; the only exception is Battle Mode&period; Since it’s a single console 4-player mode&comma; that can’t take place on a 3DS&period; So&comma; we’ll have to see what lies in wait for the 3DS itself&period; Currently&comma; Battle Mode is not planned for 3DS&period; We’re also planning on having a MAC and LINUX version and they’d stay up to date too&period;<&sol;p>&NewLine;<p><strong>BCG&colon;<&sol;strong> Well thank you guys for taking the time to sit down for this interview&excl;<&sol;p>&NewLine;<p><strong>YCG&colon;<&sol;strong> Sure&comma; thanks for covering it&period;<&sol;p>&NewLine;<p>It was a lot of fun&excl;<&sol;p>&NewLine;<p><em>Shovel Knight is available now for digital download for the 3DS and Wii U in the Nintendo eShop&comma; Humble Store&comma; and Steam for &dollar;14&period;99&period;<&sol;em><&sol;p>&NewLine;

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