Review Fix chats with Zack Johnson, Creative Director for the upcoming “West of Loathing†game, who discusses how the game was born and how its humble look actually plays a massive role in the deep and emotional gameplay.
About the Game:
Don’t let its humble look deceive you — West of Loathing is a massive open world adventure brimming with stories, saloons, and silly side quests. Customize yer hero with 3 character classes (Snake Oiler, Beanslinger, and Cow Puncher) and more than 50 stylish hats. Pick up random junk to boost yer skills and gain an advantage in combat. Befriend or be-enemy the other travelers you meet along the way. Shovel cow patties. Drink whiskey. And whatever you do, keep yer face off the Sherf’s wanted posters… no good ever comes of that.
Review Fix: How was West of Loathing born?
Zack Johnson: In 2003, I made a web-based MMORPG called Kingdom of Loathing. It developed a dedicated fan base, and their support allowed me to hire a few people to help me maintain and add to the game, which we’ve been doing ever since. After more than a decade of working on KoL, we were excited at the prospect of making a game that wasn’t bound by the constraints of a web browser. We had recently been contracted to make a kid’s game in Unity, and that experience convinced us that we had it in us to make a new Loathing game using more contemporary tech.
Review Fix: What was development like?
Johnson: We did an initial proof-of-concept scene to make sure that my art was going to translate well to a 3D game. Then we spent a few months doing the initial system design and building the backend tools for making the content. Then we hired our lead programmer to start working on the real game engine. For two years we refined and enhanced that engine while chugging away on the final game content. Now everything is in place, and we’re just testing and polishing and testing and polishing until the game comes out next month.
Review Fix: What makes this game special?
Johnson: I think its sensibilities, both visually and in terms of the writing and humor, are pretty unique. If you’re into what we’re making, I don’t think you’re going to find anything like it anywhere else.
Review Fix: What games influenced this one the most?
Johnson: The Quest for Glory series is a huge touchstone for us. Like those games, West of Loathing is an adventure game with RPG elements, and your class and character development choices determine the ways in which you tackle the game’s challenges, puzzles, and fights. Paper Mario is also a big influence in terms of the 2D/3D diorama style, the balance between combat and noncombat segments, and the sense of whimsy.
Review Fix: As an indie studio, what do you think you guys do differently than the big studios?
Johnson: I think the real difference between us and most studios is that we are a close-knit team that has been working together on the same style of stuff for nearly 15 years. We are capable of producing a tremendous amount of content, in a very consistent style, in a relatively short amount of time. This has allowed us to make a game that we think will surprise people with how big it is.
Review Fix: Any fun stories or wild moments during development?
Johnson: Y’know, the most remarkable thing that I can think of is that we never got into a single serious disagreement about anything the entire time we’ve been working on this thing. Maybe I’m just getting old and sentimental, but looking back on development, I mostly remember having a great time making something with my friends that I’m very proud of.
Review Fix: How does this game disrupt the video game landscape?
Johnson: It disrupts it slowly and surely, one dad joke at a time.
Review Fix: Who will enjoy this game the most?
Johnson: People who like puns and wordplay, and who are open-minded enough to look past the low-fi graphics and explore the thousands and thousands of dumb jokes we’ve filled this world with. People who play or have played Kingdom of Loathing in the past will find plenty to love about it, but we’ve been careful to make sure the game makes sense to people who aren’t already familiar with our stuff.
Review Fix: How do you want this game to be remembered?
Johnson: As the beginning of a glorious second act in the history of a venerable indie game studio.
Review Fix: What are your goals for the game?
Johnson: I would like for it to bring a little more goofiness and joy into the world. And I’d like it to sell well enough that we can keep the team together to make another one.
Review Fix: What’s next?
Johnson: We’ve got plenty of ideas for other games of this scale set in the Loathing universe, and the engine we’ve made is incredibly flexible and easy to work in. We’d love to do a few nice chunky bits of DLC for this game and then move on to the next one, which will give us the chance to explore a totally different genre and setting.
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