Lucas arts

Four years ago, insurance adventure multiple awards and near-universal acclaim for its creator Lucas Pope and made enough money that he could afford to take it relatively easy for a while. Still, it came at a cost: Pope was close to making that hiatus permanent, admitting to considering retirement after the game's four-year development left him burned out. Happily, he's since changed his mind; forthcoming Playdate release Mars After Midnight has rejuvenated his love of game-making, while he has another mystery project in the pipeline, too. After his appearance at this year's LudoNarraCon for an online panel about detective games, he joined us for a candid and wide-ranging chat about solo creation, design philosophies, and the magic of 1 bit art.
You've talked about potentially quitting after finishing Obra Dinn - and also that you didn't consider it 'finished'. What prompted those feelings? Was it just a case of working on a single game alone for such a long time?
It took a lot out of me, basically. Obra Dinn wasn’t really ready to be shipped when I shipped it, or I’d say it needed another six months – but I decided that if I didn’t ship it in two months, I wouldn’t be able to finish it. I was just really burnt out on that game: four and a half years is a long, long time for me.
Was it simply the complexity of the game that made it so time-consuming, or was there more to it than that?
Diese Geschichte stammt aus der August 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der August 2022-Ausgabe von Edge UK.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden

RICHARD GARFIELD
The creator of Magic: The Gathering on card games, videogames and gameshows

STEEL HUNTERS
Replacing tanks and warships with the joy of mechs

PATHOLOGIC 3
Terminus Est

Half-Life: Alyx
Back to City 17 for Half-Life 2: Episode 3 by another name

People versus the machine
This year’s GDC focused on human solutions, boutique development, and the state of AI

Pending resolution
The demise of Monolith Productions highlights a rising threat – both real and imagined – of gameplay patents

SANTA RAGIONE
An Italian studio's quest to insert unusual stories in unexpected places

AMNESIA: THE BUNKER
How a gun, a generator and a pocket watch cranked up Frictional's horror

FBC: FIREBREAK
Can Remedy go multiplayer without losing Control?

CAN YOU DIG IT?
An invitation to burrow deep and face your fears