The Indie Ranger Team recently had the opportunity to talk with developer Adam Pype again, developer of No Players Online, about his past and recent developments. Having recently released the popular game SpookWare, Adam was able to answer a few questions:
So with the one game a month goal, what gave you the idea for SpookWare? What was the “why” for SpookWare?
How did you go about the development of SpookWare?
Development was pretty straight-forward. Originally the idea was to make 30 micro-games, 4 seconds each. That would total up to exactly 2 minutes, which would have been perfect for the theme of the jam. But it quickly dawned on me that that was probably going to be too much work. I had already been postponing starting development on it as well, so I knew before I even started that I needed to reduce scope.
So prior to releasing SpookWare, you released a game called “VHS, 1986”. There seems to be a wide range of speculation behind the game, what was some of the symbolism behind “VHS, 1986”? What was the development of “VHS, 1986” like? It seems like you put in a massive amount of thought and time into sourcing all of the assets of the game, how did it all come together?
One of the things that popularized “No Players Online,” was the Alternate Reality Game aspect of it, and “VHS, 1986” seems to continue in this trend, do you think you’ve tried to emphasize this aspect in your game development?
Going back to your earliest games, you’ve really experimented with a wide range of themes and mechanics, however, across your development there seems to be an “other-worldly” theme to your games that seems to keep coming back.
Finally, what are some of the next projects you are working on?