coding is the equivalent of painting with large brush strokes. Those stylistic considerations clash with space sim expectations. So in that regard, I made a lot of tough design decisions for Liberation. I have to hope players come along with me for it. I also have to resist giving players what they say they want when I’m pretty sure it would dilute the things that make Liberation special. But I do want to give players what they want!
Has it been worthwhile? A thousand times YES. So much of my life has been about denying myself what I like. For decades I was like “I could never make my version of Elite” or “I could never make a game about Metal Mickey” but with Liberation I just threw it all in there and it’s glorious. I got it done. Finishing is the most underrated skill.
“I never had to live under Thatcher, but gosh she inspired some great science fiction.”
Given that most of your previous games have been adventures, how have you enjoyed making a space shooter? Is it a genre you might return to? Oh yes, I feel “liberated” in a way. For every big decision I made on Liberation there was an element of “what if?” ... so I have a draft folder full of notes for Liberation 2. It would be so different but the same - the best kind of follow up. I was surprised with how much I fell in love with the metal aspect of Liberation. It’s primarily a bright retro space sim game but there are moments where it whacks you through the screen. I love that. Liberation 2 would be a full punch to the face.
December/January 2024 MCV/DEVELOP | 47
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