The lights are on
The last time we spoke with Camouflaj's founder Ryan Payton was at E3 2013 when he showed off République to Quantic Dream's David Cage. Since then we've had a chance to play and review the first episode of this ambitious five-episode stealth game on iOS. We spoke to Payton about the reactions to his studio's first release, the similarities to Watch Dogs, and when we can expect the next installment.
A lot of press
described République as a love letter to Metal Gear on iOS. Would that reaction to the finished game have surprised you back at the start of the project?
Absolutely. Yeah, I did not set off to make a stealth action
game when I started first thinking about République. There were no stealth
action elements, there was really no traditional gameplay. If anything, the
game was closer to Heavy Rain than it was Metal Gear Solid or Resident Evil. I
pitched République to a bunch of different developers and different publishers,
trying to get some kind of partner and try to get financing, and one of the
publishers in particular was really helpful and really interested in the game. They came back and said, "You know, we really like this concept
and hacking into these different cameras... but we'd like to see some kind of
more traditional gameplay. We need a gameplay loop." We went into Unity and moved the camera to one of the surveillance cameras and instantly it looked like Resident Evil. So it didn't even
start out as a stealth game, it started out as more of a survival horror
game at that point. Then we didn't want Hope to be shooting and knifing
people, and so by default it became a stealth game.
I've got to ask about the Metal Gear music Easter Egg in the inventory screen.
No comment on that one, I'll just put it that way.
I really appreciated
the podcast that chronicled République's development, but it seemed
like you were always trying to get your coworkers to open up and be more honest
about how the game development was going.
One of the things we're trying to do with Camouflaj is to make the studio as transparent as possible, because we look at ourselves as being citizens in the development
community. We know where we started off: we didn't know anything about Unity,
we didn't know anything about starting our own studio, and we knew that we were
joining this quiet revolution that was going on with all these people leaving
studios and starting their own [production] houses. So we really want to be something of a
resource for people that are thinking about making their own game [so] they can
try to avoid the same pitfalls that we had. We've got a lot of great feedback, whether it's just the
podcast or the different talks that we do. Our neighbors to the south, Bungie, they have a very similar mentality. They just
let people use their auditorium for talks from other studios and educational
purposes. So it's all within that philosophy.
To get to your question about the team in particular, I know
that they're really worried about negative press. They're worried about saying
something wrong and then people jump on it, whether it's the press or the community.
I sympathize with them because I think more so than ever the gamer community
has become a lot more sensitive. When they find something they don't like,
the pitchforks come out quicker than they've ever come out before.
I think Double Fine's
a good example of that.
Double Fine's a great example. And that's a studio that
loves its community, and is extremely transparent and sometimes it gets hurt
for it. We've been very lucky that we've never been burnt by being open on our
podcast. A lot of my friends think that we've gotten away with a lot, in terms
of how we did our Kickstarter and how we shipped a game.
I think there was a little
bit of backlash when the game launched and the Kickstarter backers didn't
get their codes.
Yeah, and I think that's totally understandable... I think
people have the right to be upset. But it has been way more understanding and forgiving than we
expected even during that whole episode. The vast majority of people were like,
"Oh okay, it's cool. Hang in there. Merry Christmas," it was amazing. I
don't know how we picked up these guys.
It's really fun to play
through the game and find Kickstarter backers as guards. Are they going to be
throughout the entire series?
I think about 85 percent of our high-end backers
that we promised to do this for were in episode one. We have some other funky ideas about how we're
going to do the Prizrak in episode two. But for each subsequent episode, I want to
have an indie theme for who the Pzriak are... I think some of the ideas are kind
I really like the idea for the in-game developer commentary, you just whipped out a voice recorder and recorded people having the actual discussions?
It gets back to this whole experiment with Camouflaj development where we try to be as open as we can and I was fascinated by the idea of not doing a retrospective developer commentary. I just recorded off my iPhone, put it on the table and said "Ok guys, we're going to talk about this room right here." So for people that are interested in game design, you can literally hear us argue and yell at each other about really petty things. The painting puzzle in episode one... it's my favorite because there's three of them in that space and if you listen to them in order you can actually hear three meetings. You literally can hear the entire creative process that the team went through. I just really hope that inspires people and helps them with their creative process.
You guys are treating this like a gigantic
project, and putting in plenty of story wells for fans to dive down. I'm
wondering what the feedback has been like on your end. Are you seeing people
really dive in and trying to dissect the lore?
We made a conscious effort not to have a forum that we would
be monitoring every day. As a result of that, I feel like I'm a little
bit in the dark about how the players are experiencing the lore. We have the manifesto
as well, it's
available through this stupid viral site that we created that nobody knows
Is that the Wagtail Publishing Twitter
account? I've seen some people on your team retweet that.
Yeah, we've created a separate division of the company which
is a book publisher called Wagtail Publishing. We've already written this 200
page non-fiction book about how and why the internet should be controlled. It's
extremely well detailed and researched. In the beginning [of episode one] you hear
about the poisoned manifesto... you can actually get that poisoned manifesto
through our website. It's chapter one of the
manifesto that Zager wrote and there's a bunch of comments in the sides and in the
margins, he paints the maps of a level and lists where all the collectibles
are. It's designed by the
Future Press guys who are doing the Dark Souls guides. When it's all said and
done, we'll have all five chapters and it's going to be a hardback book that we
send to our backers. I'm also hoping to sell it at Amazon or maybe even GameStop
with a code for the game. If I could send off this whole franchise that way it would be great.
What feedback has had the biggest impact on you and the team so far?
This is such a terrible answer, but just how positive the
feedback has been. I think we expected the game to be much more divisive then
it ended up being. We were in the New York Times, and The Washington Post wrote two articles about the game. NPR is doing something, it's just
amazing. The whole paranoia surveillance angle, everybody is jumping on that.
Was the team pretty happy when Watch Dogs got delayed? I remember from the podcast that you were pretty worried about similarities to that game's escort view.
That was a bad day. If République had come out after Watch Dogs, I think our biggest fear was people would comment "Oh, this is a good Watch Dogs clone." We have as a point of pride that our game was announced, shown off, and released before Watch Dogs. We were worried that people would just assume that we had ripped them off, and that would upset us for sure.
And now people are writing about your game in connection with the NSA and Snowden controversy.
I never thought about that and I probably should have. We gained so much publicity because of that. I think they probably would have focused more on Watch Dogs than République.
Continue reading on the second page to learn more about future episodes and the plans for the PC version.
Email the author Ben Hanson, or follow on Twitter, and Game Informer.