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The origins of  Republique : when  Metal Gear Solid  meets  Demon's Souls
The origins of Republique: when Metal Gear Solid meets Demon's Souls Exclusive
April 11, 2012 | By Brandon Sheffield

Republique is a new video game IP from a new studio with some familiar faces. Leading the project is Ryan Payton, most recently a creative director at 343 Industries, working on Halo 4. Before that, he was a producer on Metal Gear Solid 4.

Now, with his new company Camoflaj, he wants to create a triple-A iOS experience - one which may also come to PC and Mac in a different form.

Republique is a game about privacy, voyeurism, and information, and Payton aims to say some things with the project that he wasn't able to in larger companies. For the development of Republique Camoflaj has partnered with Logan, primarily an advertisement agency.

To help fund the project, like many other games recently, Camoflaj and Logan have turned to Kickstarter. We spoke with Payton and Camoflaj cohort Ezra Hanson-White (formerly a designer at Monolith and Gearbox) about the game's production, the trouble with app stores, the possibility of a PC version, and the game's diverse influences, which range from Resident Evil to Demon's Souls.

Do you feel like you have an agenda with this game?

Ryan Payton: Absolutely.

What would that be?

RP: Well, itís a number of things, but one is I left Microsoft specifically because even though I was a creative director at one point like I didnít feel like I was a creative director. And you know, I think thatís just the nature of being in a big company.

One of the cool things that we can do just being independent is we can live and die by the stories that we want to tell, and we donít have to worry about somebody really high up in the company to tell us "you canít tell a story about voyeurism or surveillance cameras because youíre going to upset some demographic or business relationship we have with another company."

And I have lots of things that I want to say about how increasingly the world is under surveillance, and our being under watch. Things that weíre saying are being checked, and the things that weíre writing are being checked and I really want to make a game that says something about that.

So you're going for triple-A iOS here - what will your business model be? Because, if youíre looking at phones now, you can sell things at ninety-nine cents, or free, and that's pretty much it.

RP: Yeah we havenít really figured out what the right path is. I mean weíre still about a year off from the game, so it gives us some time to really think about it and look at the market.

And things will change by then.

RP: It's super volatile right now, right? So weíre not really committed to one specific path in terms of like a pricing structure and things, but my whole philosophy is, as long as we make a really kick ass game; really high quality with a really good story, good visuals, good gameplay, then I think everything is going to fall into place, and I think weíll find some success. Thatís the way Iím thinking about it.

It's tough, I mean I know itís being designed for the phone but it seems like it's easier to sell something this level on Steam than on the phone.

RP: Yeah, we were just talking about that last night about being really committed to what we want to do on PC and Mac as well. And itís going to be a different experience. Weíre just not going to port it to PC or weíre not going to port the PC to phone. Itís a different experience, right?

Because the way weíre thinking about it in terms of the interactions that players are having on their phone, it becomes more like if you have multiple screens on your computer, itís still a Big Brother kind of interface but the things you can do are a lot faster. You can have multiple windows up at the same time. It becomes a different kind of game.

Yeah, indeed. But the whole phone market is very scary. I feel like most people donít make very much money. Some people make a whole lot of money on it. I donít think there are a whole lot of people selling 50,000 downloads of their game. There are people selling a million plus, and then there are people below 10,000.

RP: I feel like everything is going to fall into place. I donít think there are like triple-A Metacritic 90-plus games that are just lost, I just donít think they exist. And one of my frustrations is, well first of all I think the publishers that weíve met so far, theyíve understood the vision and they get it, but I have heard through the grapevine about some executives and some mobile companies saying story games will never be successful like on a mobile platform and I just donít agree with that.

I just think it hasnít been proven yet and a lot higher ups, they need it to be proven first. It seems like they need to see market success before theyíre going to pursue those things, and I like the fact that weíre pushing something that hasnít been done before, because whatís the point of being in this industry unless youíre going to do something new and different and kind of scary?

We've talked a bit about Dark Souls and Demon's Souls -- apparently they were an influence on Republique?

RP: Dark Souls is a really big point of conversation between us. I think about the design of the game and I think itís personally kind of scary when we talk about it, because I worry weíre going to make a really hard game. That's not the idea but thereís so muchÖ I donít know if you want to talk about some of the things weíre influenced by, Ezra.

Ezra Hanson-White: One of the things I like about it is I can go and play it, and Iíll keep replaying an area, but I donít really get tired of it. Itís kind of sort of like building this map of what I need to do to get through the area, collect more souls and get back.

And with a lot of other games I donít get that, itís way more that you move through the area and then itís on to the next place, and itís really streamlined. Dark Souls kind of reminds me of older games that I used to play, so that might be why Iím enjoying it. But I think itíd be cool to have that type of kind of experience on this where you canÖ

Chip away at something?

EH-W: Yeah, and itís like youíre gradually unveiling new areas but you still have reason to go through the areas that youíve already been to and hack into different things and uncover more information.

RP: Yeah, definitely like the whole kind of Metroidvania feeling. Weíre really inspired by the mansion of Resident Evil 1. You could become very familiar with the lobby of that space, right? And that familiarity in Dark Souls, we want to transfer over and get some inspiration from that on Republique.

EH-W: Yeah, thatíd be great, I mean the player just feels totally empowered, theyíre just in control of everything like theyíre control over the original facility. Itís like youíre just gradually taking over. Then you get a sense of like mastery and you know ďif I do this I can interrupt this over here, cut off these guards...Ē

RP: Because a big part of it is warping to different cameras, different things that have a wifi connection so you can hack into a computer and create a distraction for the guards to come in and allow [main character] Hope to sneak by. Like if theyíre pursuing Hope, youíre able to hack into the door and close the door on the guards so a lot of it is you are playing this kind of overseer in a sense.

We wanted to make a game that's basically all about establishing your trust with her, so she would be willing to do more daring things as the game goes on. That adds chords like stealth; youíre kind of helping and directing her, doing recon, learning more about this facility, and learning about the secrets of why she is being kept here, and who is this overseer guy.

And who are you as a player supposed to be?

RP: You are supposed to be you. I want Brandon in the game, I want it to be your relationship with her. Thatís the basic idea.

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