
Returnal with Harry Krueger
Jul 6, 2021
Ted Price interviews Harry Kruger, Game Director at Housemarque, about their recently released game Returnal. They discuss Housemarque's organic creative process, gameplay design decisions, procedural construction, combat, and the challenge of randomness in a roguelike. They also explore the nostalgic and magical experiences of arcade games, the evolution of roguelikes, changes for Housemarque post-pandemic, the concept of difficulty and the satisfaction of overcoming obstacles, designing off-screen enemy attack behavior, and the decision-making process behind allowing players to keep items after death in Returnal. They also touch on the marriage of design and narrative in the game.
Chapters
Transcript
Episode notes
1 2 3 4 5 6 7 8
Introduction
00:00 • 4min
Nostalgia and the Resonance of Arcade Games
03:34 • 4min
The Evolution of Roguelikes
07:08 • 26min
Changes for Housemark and Discussions on Remote Work, Development Challenges, and Game Difficulty
32:47 • 2min
Exploring the Concept of Difficulty and the Satisfaction of Overcoming Obstacles
35:03 • 6min
Designing Off-Screen Enemy Attack Behavior
40:37 • 15min
The Concept of Retaining Items After Death
55:12 • 3min
Design and Narrative
58:20 • 9min
