Kentucky Route Zero It has been one of the games with the longest development we remember, since it began to develop in 2011, and it hasn't been until this year 2020 Your final episode has come out. Have you been waiting for it for a long time or have you recently discovered it?
Recently, in an interview with the media Polygon, one of the developers of Carboard computer
Another good example happened very early when we were in preproduction. This was even before we decided that the game was going to be episodic. There were several changes in the project, both in artistic and mechanical style, since we mechanically changed what we wanted to do with the game.
We think: what have we gotten ourselves into? How are we going to manage this work that we promised and what we want to do? We have this idea, and it doesn't fit with making this game really short.
During that time, we began to watch and investigate episodic games. We thought that this could be a good project for a small team to do, in the sense that we could do everything and give it the attention we wanted. We could spend the time we wanted with him. But we would also have these isolated publications where we could make several releases, instead of just working on an idea during the time it would take to finish the whole game.
Having those goals, launching episodes and interludes, became really useful for us.
A most interesting news that lets us see the importance of the decisions made at the beginning of development, do you prefer whole games or episodic format? Leave us what you think in the comments!