Episode 56: Interview with FTL Developers, Justin Ma and Matthew Davis
Dec 18, 2012
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Justin Ma and Matthew Davis, developers of the roguelike spaceship sim FTL, discuss the game's influences from board games, its scale and setting, the mechanics and design choices of crew members, advanced tactics and dialogue events, risk and crew member survival, flaws in the system, and post-release activities and future plans.
The developers of FTL, Justin Ma and Matthew Davis, were inspired by board games and sci-fi TV shows to create a spaceship sim that aims to recreate the feeling of commanding a spaceship and create tension and unique scenarios for players.
FTL gained popularity for its unique features, including a collision detection system, a pause button for strategic decision-making, and random encounters with dialogue options, which added depth and unpredictability to the gameplay experience.
In FTL, the ship serves as the player's main unit and is equivalent to the hero in other roguelike games, with its skills and upgrades being paramount, while crew members serve as equipment and resources.
Deep dives
Development of FTL and Roles of the Developers
FTL, Faster Than Light, was developed by Matthew Davis and Justin Ma. They both worked in a larger studio in Shanghai, China, and decided to break off and work on FTL, a game they were passionate about. With roles as a programmer and artist, they worked well together and transitioned smoothly into independent development.
Inspiration and Design Process of FTL
The idea for FTL was influenced by various board games and sci-fi TV shows like Red November and Firefly. The main goal was to recreate the feeling of commanding a spaceship and create tension and unique scenarios for players. The game's mechanics evolved through trial and error, with a focus on creating a roguelike experience and incorporating elements from other games like Spelunky.
Unique Features and Reception of FTL
FTL gained popularity for its unique features, including the collision detection system, the pause button for strategic decision-making, and the random encounters with dialogue options. These features added depth and unpredictability to the gameplay experience. The game received positive reviews and won awards for its innovative design and successful crowdfunding campaign on Kickstarter.
Exploring the Role of the Ship in FTL
The podcast episode discusses the unique role of the ship in FTL: Faster Than Light. The speaker highlights that the ship is the character that the player upgrades and cares about the most, even more than the crew. Despite initial intentions to focus more on the crew, it became apparent that the ship is what players connect with the most. The ship serves as the player's main unit and is equivalent to the hero in other roguelike games. The ship's skills and upgrades are paramount, while crew members serve as equipment and resources.
Dealing with Difficulty, Randomness, and Game Mechanics in FTL
The podcast addresses various player complaints and challenges in FTL. The speakers discuss the game's difficulty and the perception of randomness. They note that while FTL is considered difficult by some, it is actually less punishing and random than other roguelike games. The speakers highlight the importance of strategy, understanding game mechanics, and the need to adapt to different playstyles. They also mention the misconception that certain ships or weapons are essential for success, emphasizing the game's focus on working with what you have and taking calculated risks. Additionally, they discuss how game design choices, such as the crew's experience system and ship upgrades, contribute to the overall gameplay experience.
Welcome to Roguelike Radio episode 56. This week we interview Matthew Davis and Justin Ma of Subset Games, developers of the roguelike spaceship sim FTL. Talking this ep are Darren Grey, Justin Ma and Matthew Davis.