Games Features

How Games Marketing Invented Toxic Gamer Culture

How early marketing campaigns for online gaming platforms suggested toxicity isn't a bug, it's a feature

by Jess Morrissette
Mar 25 2020, 1:45pm

Seganet ad from 'Official Sega Dreamcast Magazine' Issue 11, Feb 2001 / retromags.com

"A little trash talk is an expected part of competitive multiplayer action, and that's not a bad thing. But hate has no place here, and what's not okay is when that trash talk turns into harassment." This was Microsoft's attempt to draw a line between good-natured put-downs and more toxic forms of online interaction in a May 2019 update to its Xbox community standards. The document also helpfully outlines examples of acceptable and unacceptable trash talk. For instance, "That sucked. Get good and then come back when your k/d’s over 1" receives the official Microsoft seal of approval. But you've stepped over the line if you instead suggest, "You suck. Get out of my country — maybe they’ll let you back in when your k/d’s over 1."

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Flash back to 2002, however, and Microsoft's marketing campaign to promote Xbox Live's launch told a very different story. In one print advertisement, a photo of a disaffected young man with a controller in his hand is accompanied by a caption claiming that an Xbox Live opponent "wanted to meet me so he could see the face of failure."

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An early Xbox Live ad, from GamePro Issue 171, December 2002 / retromags.com

Another 2002 ad asks, "Does ruining someone's day make you do the dance of joy?" A promotional video from the same era features a player sneering into her headset, "You guys are so pathetic. You chafe my ass!" Sony was in on the act, too. A 2002 ad hyping the debut of the PlayStation 2's online functionality encouraged players to "reach out and smoke someone," while highlighting the ability to trash talk opponents as an essential feature of the new service.

These ads, along with others from the era, point us toward an uncomfortable truth: Companies like Microsoft and Sony frequently marketed toxicity as a key selling point for their new online gaming platforms. This is a puzzling strategy from the vantage point of 2020, a time when toxicity is practically synonymous with online gaming and too often spills over into real-world harassment. Perhaps these campaigns were eerily prescient in anticipating the downward spiral of gaming culture. Or maybe these edgy advertisements modeled the exact brand of toxicity that the same companies are now struggling to curb.

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It wasn't always this way. Ads for online platforms that predated the modern internet — services like CompuServe and Prodigy — emphasized the potential of these technologies to bring people together as opposed to presenting them as platforms to trash talk strangers anonymously. A low-baud modem was your ticket to making friends with people from around the world who shared any number of interests, including games. The Sierra Network, launched by Sierra On-Line in 1991 and later rebranded as the ImagiNation Network, promised all the wholesome fun of "chatting with your friends and staying up all night playing games" on "the network that has the whole country talking." Even ads for TSN's racier LarryLand, inspired by Sierra's Leisure Suit Larry series, remained decidedly tame.

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An ad for the ImagiNation network, InterAction Holiday 1993 Issue / SierraGamers.com

When did the shift toward commodifying and marketing toxicity occur? In many ways, the late 1990s and early 2000s were a defining period for video games — the crucible in which modern gaming culture was forged. It was an attitude-driven era characterized by the intense competition and skull-cracking trash talk of the ascendant first-person shooter genre. Take this copy from a 1997 ad for Quake, showcasing the game's nail gun: "Player 2 feels the sting of raw metal parting his skin and fatty tissue. Player 2 hears the grinding of his sternum as the spike passes through with ease. Player 2 lurches forward as rusty steel hollows out his chest cavity, bursting his inner organs. Player 1, despite himself, smiles." Scratchy fonts, violent imagery, and an emphasis on pwning n00bs were de rigueur for ads from this period. Lest we forget, it's the same era that produced the infamous "John Romero's about to make you his bitch" Daikatana ad in 1998.

Other advertisements cut out the middle man altogether and simply trash talked potential customers directly. "It knows you like running off-tackle on third and short," taunts a 1999 print ad for NFL 2K on the Sega Dreamcast. "Obstinate little tool, aren't you?" Another ad for Sonic Adventure boasts, "Sonic has a new light speed dash. Too bad your lame-ass reflexes are the same."

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At the same time, a growing emphasis on hardware specs gave rise to a gaming "hot rod" culture obsessed with dominating opponents through technological superiority. The console wars of the early to mid-'90s had instilled a fierce sense of brand loyalty in gamers — and with it, the fetishization of bits, bytes, MIPS, pings, color palettes, polygons, frames per second, and any number of other quantitative measures of gaming supremacy. Being a gamer meant having the latest and greatest hardware, and the true elite were dumping thousands of dollars into souping up their PCs. After all, as a 1999 ad for 3dfx graphics cards reminds us, "There are two kinds of gamers in this world. The ones who still play on consoles. And the ones who've actually seen breasts."

Speaking of fragile masculinity, the turn of the millennium is also a period when magazines, marketing campaigns, conventions, and the games themselves consistently reinforced the hardcore "boys only" mentality we know all too well today. This was a time when booth babes still walked convention floors. Ads from the era frequently relied on sexualized images and lazy masturbation-adjacent puns to sell games to a presumed audience of straight, adolescent boys. Meanwhile, magazines like PC Accelerator and PC Zone ran contests for readers to win a date with Lara Croft — or at least whoever was currently under contract with Eidos to portray Lara at industry events.

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Given this broader cultural context of the late 1990s and early 2000s, it's no surprise to see various forms of aggression, over-competitiveness, and hypermasculinity creep into advertisements for online gaming platforms. In fact, their toxicity hardly seems out of place considering the zeitgeist of the moment.

It's around this time that Sega emerged as an industry thought leader with provocative advertisements for Heat.net, its online PC gaming platform. A 1998 ad for the service includes a disturbing testimonial from a presumably fictional Heat.net player: "I used to take out my bullets, and on each one I would write the name of each person on my bus. Then a friend showed me I could purge my violent urges in Net Fighter on Heat.net against other people. Thanks to Heat, the people on my bus will never know how close they came."

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A Heat.net ad in 'GamePro' Issue 112, January 1998 / retromags.com

Sega explored this theme across several Heat.net ads, coining the term cyberdiversion theory and suggesting if we "satisfy our primal violent urges on the Net, we won't have to hurt people in reality." After all, who needs to talk through their issues with deep-seated rage with a therapist when there's Heat.net? As another Heat.net advertisement from 1997 reminds us, "CYBERBULLETS CAUSE NO PAIN!!"

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Another Heat.net ad from 'Computer Gaming World' Issue 155, June 1997 / cgwmuseum.com

When Sega launched the Dreamcast launched as the first console with a built-in modem, the company turned to none other than rap-rockers Limp Bizkit to promote their SegaNet online gaming service. In a 2000 print ad, what can only be described as a chibi cartoon version of frontman Fred Durst assures the reader, "If you get your ass kicked, it's probably me on the other end of the line."

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A Seganet ad from "Official Sega Dreamcast Magazine' Issue 11, February 2001 / retromags.com

It's an advertisement for Sega's ChuChu Rocket!, a puzzle game about mice evading cats by escaping on rocket ships, that showcases the very worst of this toxic marketing. The ad, which hit magazines in mid-2000, depicts a player named Cap'n Carnage unleashing the following diatribe on her rivals: "I stuck a cat in your rocket, you backass Tuscaloosa cracker. He’s in there chewing your mice. But you probably eat mice yourself when you run out of possum, you monster truck-loving, buck-toothed hillbilly. And you other two mentally challenged dopes. Hang up, I won.”

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Another Dreamcast ad from Official Sega Dreamcast Magazine Issue 5, May 2000/ retromags.com

This rant would almost certainly earn a ban from most reputable gaming platforms today, but twenty years ago, Sega considered it a perfectly reasonable way to sell the first online Dreamcast game to potential customers. While Microsoft and Sony never stooped quite so low in promoting their multiplayer platforms, we nevertheless see similar themes of toxicity and harassment at play in their early ads.

Sure, readers might have flipped past these toxic ads to get to GamePro's exclusive Syphon Filter 2 strategy guide or EGM's preview of the latest WWF game, but they saw them. And, as is so often the case, the ads in question are about more than just selling a product or a service. They teach potential customers how they will use the product, how they should feel about it, and where it will fit into their lives. The apparent lesson here? These online services are designed, at least in part, for verbally harassing strangers from behind the safety of an anonymous handle. As the ChuChu Rocket! ad boasts, Sega and its industry counterparts had unleashed the ultimate horror: your fellow Americans.

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Of course, all of this suggests a fundamental chicken-or-egg problem. Did companies like Sega, Microsoft, and Sony identify a population of hyper-competitive, angry gamers and market their online services toward them, or did the marketing of these platforms model an acutely toxic mode of interaction that gamers then seized upon and imitated? The likely answer is that the two are mutually reinforcing. The toxic marketing campaigns wouldn't have existed without the audience, but that doesn't mean the ads didn't continue to shape that audience once they were out in the wild.

Regardless of which came first, what's certain is that the major companies began to steadily back away from these edgy marketing strategies by the mid-2000s. Of course, by that point, ill-mannered 12-year-olds yelling sexist, racist, and homophobic threats at rivals during online play had already attained meme status. In turn, when the Xbox 360 launched, Xbox Live ads were reminiscent of a bygone era: "Distance tears friends apart. Xbox Live brings them together." Similarly, marketing for the PlayStation Network would eventually focus on themes of bringing gamers together, downplaying trash talk and harassment as value propositions.

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A later Xbox Live ad from GamePro Issue 220, January 2007 / retromags.com

We also see this shift reflected in the community standards adopted in recent years by companies like Microsoft and Sony. The PlayStation Network urges its members, "Be patient and considerate. Be kind. Remember you were new once too. You can help make someone’s early gaming and community experiences good ones." Today, Xbox Live encourages gamers to "be yourself, but not at the expense of others."

Yet, at a time when harassment remains a pervasive and very real problem in gaming culture — particularly for already-marginalized members of the community — the aggressive behavior modeled in these early advertising campaigns offers a window into how we got here in the first place. We may think of toxicity as a bug in 2020, but two decades ago, game companies were selling it as a feature.

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This article originally appeared on VICE US.

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MLB The Show No Longer PlayStation Exclusive, Coming to Switch and Microsoft

With the extension of Sony's licensing deal with the league and players, the dominant baseball sim expands its audience.

by Rob Zacny
Dec 10 2019, 2:41pm

MLB The Show 19 screenshot courtesy of Sony

Last night, Sony and its professional baseball licensing partners made a very surprising announcement: The licensing rights extension for Sony’s long-running baseball franchise would be multi-year and multi-platform. After more than a decade of being the only place to play a great (non-management) baseball sim, PlayStation appears to be giving up its platform exclusivity for its crown jewel sports franchise.

It’s an interesting announcement in light of the fact that we are on the cusp of a new console generation. At a time when it would seem like platform exclusives are at a premium, especially ones tied to loyal and recurring audiences like sports sim players, Sony San Diego looks like it’s going to be making games for both the Switch and Microsoft platforms (the Xbox account tweeted out the announcement, but it wasn’t absolutely clear whether that implies a PC version or an Xbox version). On the other hand, Sony and its partners’ announcement indicated that the arrival of the first non-PlayStation editions of The Show will occur “as early as 2021”. That could allow Sony to hang onto its exclusivity through a console launch window before opening the floodgates.

But I do wonder how much The Show’s exclusivity moved the needle for the PlayStation platform at this point. I was slightly surprised to see The Show 19 hit PlayStation Plus this past October, and there’s no doubt that the league and the players association would be eager to reach wider audiences vias something other than the little-loved R.B.I. series.

It’s obviously good news for players, who will finally have a meaningful choice about where they play video game baseball. But I’m curious what it means, both for the intensity of the platform competition for this upcoming console generation, and for the logic governing sports licensing deals. Mutli-platform MLB The Show is a clear sign of changing times, but what’s less clear is what is driving that change.

This article originally appeared on VICE US.

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Does Cliff Bleszinski Understand Why 'LawBreakers' Bombed?

The game designer published an Instagram post suggesting "hackey politics" contributed to the game's failure. But it's simpler than that.

by Bruno Dias
Feb 5 2020, 9:46pm

Image courtesy of Boss Key Studios

Yesterday, on an Instagram post reminiscing about his defunct studio Boss Key, Cliff Bleszinski offered a theory about why the company’s first title, LawBreakers, failed to find an audience. In it, he speculates that during the game's publicity and marketing efforts he came across like a "woke bro" trying to force his politics onto people who just wanted a classic shooter.

That statement has since proven to be easily misinterpreted as an attempt by Bleszinski to blame "wokeness" for Lawbreakers' failure. Some video game websites have taken this angle, a narrative eagerly picked up by grievance-culture gaming blogs like One Angry Gamer. But what Bleszinski is saying isn't nearly that simple, even though it undeniably plays into the “get woke, go broke” narrative used to attack any game making even bare-minimum appeals to diversity. He writes:

One big epiphany I had was that I pushed my own personal political beliefs in a world that was increasingly divided. Instead of the story being "this game looks neat" it became "this is the game with the 'woke bro' trying to push his hackey politics on us with gender neutral bathrooms." Instead of "these characters seem fun" it was "this is the studio with the CEO who refuses to make his female characters sexier." Instead of "who am I going to choose" it became "white dude shoehorns diversity in his game and then smells his own smug farts in interviews" instead of just letting the product ... speak for itself.

Later, Bleszinski edited the post to include another line: "In case I didn't make it clear I mean that this was *A* factor, not THE. Marketing, timing, being on ps over xbox, and more were also factors. Stupid clickbait headlines I hope you the hits you wanted."

I don’t blame anyone in Bleszinski’s position for engaging in self-deception about why a project like LawBreakers failed. But it does seem pretty clear to me that his postmortem is completely wrong. For one thing, the obvious counterargument is that Overwatch, the game that clearly won out over LawBreakers, had its own gamer rage “controversies” surrounding things like the representation of women, and it puts its own diverse cast of characters front and center.

But the rapid-fire game news reaction cycle is distorting Bleszinski’s own (erroneous) take; he regrets making “wokeness” too much part of the pitch of the game, but not the underlying politics or the actual design choices that went into the game. This nuance is lost on those reactions, which also engage in some pretty uninformed dunking on a game that sold poorly. But having actually played LawBreakers, I need to set the record straight on a pretty important point: LawBreakers was a dope game let down by dated aesthetics and confused marketing.

It was a perfectly-tuned expression of what the PC arena shooter can be, supported by graceful level design, thoughtful mechanics, and a stratospheric skill ceiling. In my review at the time, I called it a “game for people who pay real money for a mouse and have opinions about keyboard switches.” I meant that with affection, and I still think there was a fantastic game lurking inside LawBreakers.

Unfortunately, the game’s art direction seemed intended to make it unmarketable. It hewed to a slick photorealism that was already tired in 2017. The characters had clever, beautiful, juicy move sets and mechanics, but they came up short on personality and appeal. It very much looked like a game stuck in the glory days of Gears of War.

The comparison with Overwatch is instructive. I found Overwatch to be a worse game in every way that matters; it had worse mechanics, worse levels, and worse game modes. I’m also not fond of Blizzard’s approach to character design; but if nothing else, Overwatch’s heroes have appeal. They are inviting and filled with personality, even if whenever I see them I personally feel like a Funko Pop was melted down and poured directly into my eyes. LawBreakers seemed not to bother with appeal at all. Ultimately, it doesn’t matter how good your levels are or how strong your mechanics are, if nobody will actually download and try out your game.

It didn’t help that Boss Key was a fledgling studio that found itself in the unenviable position of going up against Activision-Blizzard. Overwatch had worse fundamentals, but it was polished to a high sheen, marketed with overwhelming force, and accompanied by an entire esports league at birth. It also had a much broader appeal that made LawBreakers, a much more niche title, a tough sell when all your friends, shooter enthusiasts or not, are jumping on the Overwatch bandwagon. LawBreakers’ early disappointing sales prompted Boss Key to pivot away early. Maybe updates and added attention from the developers wouldn’t have gotten enough people to take a second look at LawBreakers, but the studio was in no position to try at all.

I can’t get into Bleszinski’s head to see why he might regret centering the game’s diverse cast in marketing; it seems to me like the game was generally marketed in a confusing and ineffective way, but that’s orthogonal to politics. There’s a tension between Bleszinski’s bro-ish image and holding sincere progressive beliefs; perhaps that’s the fear: That the audience for the kinds of games he’s known for is too white and male to vibe with “woke brand” marketing. I think that’s a misconception about who actually plays video games, one that’s very much disproven by the success of things like Overwatch. But I also know the self-punishment of dealing with a game’s commercial failure invites looking at everything for possible reasons; the more unpleasant, the better. Certainly thinking that “woke politics” turned people off LawBreakers is not a charitable view of the audience.

Boss Key didn’t have the runway to put out a whole other game, but they tried anyway. Radical Heights, their disastrous attempt at a battle royale, launched into early access as a naked and dismal thing. The studio shut its doors in mid-2018. But in video games, even recent history quickly turns into conventional wisdom, just-so stories, and bad mythology. So it’s important to get it straight: LawBreakers didn’t die because of Cliff Bleszinski’s politics.

This article originally appeared on VICE US.

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Games Features

How a Metroid Fan Turned a Threatening Legal Letter into a Job Making Games

Milton Guasti had spent a decade remaking Metroid 2, until Nintendo shut it all down. Then, a developer making a Metroid-style game came knocking.

by Patrick Klepek
Feb 26 2020, 5:15pm

“You know when you suddenly realize that [a] particular moment in time can actually completely affect the rest of your life?”

Milton Guasti’s newfound career making video games is a tale of two accidents. The first was a threatening letter from Nintendo because he’d made a Metroid game that looked too good, too much like an official game. The second was an invitation to audition for a dream, just not a dream he’d had yet. Now, in the space of four years, Guasti has gone from seeing his labor of love shut down to being on the verge of shipping his first game, Ori and the Will of the Wisps. And this one that can’t disappear because our copyright laws are broken.

The road to this point was full of unexpected twists, and it starts with there being few companies more legally precious about their creations than Nintendo. The more impressive the work, the more likely they are to take notice. One way I’ve seen creators put it: if you get a Kotaku article, it’s over. It was hardly a surprise, then, when designer Milton “DoctorM64” Guasti received a notice from Nintendo to stop working on Another Metroid 2 Remake ( AM2R), an ambitious overhaul of the company’s 1991 Metroid sequel for the Game Boy.

In an ominous blog called “no future for AM2R,” Guasti gave in to Nintendo’s demand. Fans might have been outraged at Nintendo’s decision, but Guasti largely shrugged and moved on. Game development had always been a hobby, and AM2R had been a way for Guasti to teach himself new techniques. Though his Metroid work was behind him, he’d already downloaded Unity, and was beginning to think about making an original Metroid-style game.

Maybe the outsized response to AM2R could lead to some Kickstarter dollars headed his way? At least, that was the plan until an unexpected email showed up in Guasti’s inbox.

“I was just minding my own business one day at the office,” he told me recently. “And suddenly, I got this mysterious email from some famous guy that I actually didn't know. My reaction was, ‘Hmm, okay, either someone is pretty crazy about trolling me, or this is legit?’”

That email was legitimate and from someone at Moon Studios, developers of Ori and the Blind Forest, a Metroid-style game celebrated for its beautiful art and tight mechanics. At the time, Moon Studios was deep into developmenton on a sequel, Ori and the Will of the Wisps.

Guasti’s life was about to change, but first, he needed to pass a test. Moon Studios was interested in talking to Guasti, but it wasn’t a job offer without hoops to jump through first. Guasti had to design a level for Ori to prove he could think outside the world of Metroid. He didn’t make AM2R to land a professional job making games, and now suddenly, he was being asked to make a brand-new level on a time crunch for a dream he didn’t know he had.

While Guasti was making AM2R, he didn’t play a lot of video games.

“The cool thing is, once I got the DMCA with AM2R, suddenly I had this concept having free time?,” he laughed. “It's amazing.”

So he played a lot of games, including a lot of Metroid-style games. Axiom Verge. Guacamelee. And, of course, Ori and the Blind Forest. He found the artwork and story very touching, and openly hoped “someday I could actually do something like these people do.”

It worked out, and for the last few years, Guasti has been designing levels for Ori and the Will of the Wisps. The game has taken a little longer than expected—-announced in 2017, scheduled for a release in 2019, and eventually delayed into early 2020—but it’s finally arriving on March 11. This time, a legal letter from Nintendo won’t be able to stop him.

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Part of what makes the 'Ori' game stand out is how every screen shot can look like a painting.

“That mixture of fear and excitement,” he said, when asked about how he’s feeling. “And really, really looking forward to seeing the joy of people streaming the game, and having those super emotional moments and the rage of throwing controller against the screen.”

Instead, Guasti is nerve-wracked over the idea of the game coming out after so long and having a game-breaking bug. With Ori and the Will of the Wisps, he’s a cog in the larger development machine. In the frantic leadup to AM2R, a bug was discovered 30 minutes before the game was due to launch. A final version of AM2R was eventually uploaded only a few minutes before it went live, and players chewed through more than a terabyte of data trying to download it.

Working on Ori and the Will of the Wisps was an adjustment for a lot of reasons. In working on AM2R, Guasti became very, very familiar with Metroid’s approach to designing levels: blocky, rigid, full of hallways. The architecture is often simple, and tries to communicate to the player cleanly and plainly. Ori, however, is lush and chaotic. There’s more going on.

“My very first iterations of the levels were blocky and felt artificial,” he said, “and having to learn this new design language and seeing what the actual place is, instead of just a collection of random platforms, that took a little bit of time. It was quite a discipline. I ended up working a lot more with Photoshop [and] imagining how trees were going to be collapsing, and having some branches that are going to be acting as platforms, and how the platforms that need to be there for gameplay could not be suspended magically in midair, but had to have some support in the background layer.”

There was a confidence issue, too. When Guasti joined the team, Ori and the Will of the Wisps was already pretty far along. He wasn’t joining a team that was starting from scratch, but being asked to pitch in ideas for something they’d already invested a lot of time into. Who was he to tell them he had better ideas, that something they’d done wasn’t perfect?

But, of course, he did have ideas. The moment he saw the map, he was identifying ways to improve the flow, the way the player would navigate through the space. He remained quiet.

Then, during a meeting where the team was discussing the first few hours of the game, a crucial section where players are introduced to the core mechanics, he was asked a question point blank: “What would you do to actually build this?” He paused, and thought about the time he’d recently spent with Hollow Knight, a game he called “beautifully crafted” but dinged it for having a slow opening. Guasti didn’t want this game to have a slow opening, and suggested Ori and the Will of the Wisps focus on movement tools, instead of puzzles.

The team nodded in agreement, and other started to pitch in ideas. That version of the opening, the one Guasti contributed to, is the version that’ll be in the game coming out.

“Having to work with a team that actually listens to you,” he said, “it’s super, super awesome.”

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'Ori and the Will of the Wisps' has been delayed a few times, but it's nearly here.

Even the notion of a “team” was basically new. AM2R was mostly a solo project, though he did collaborate with others as time went on. Everyone was a volunteer using their free time.

“Imagine this kind of workflow,” he said. “So I get back from home, take a shower, have a snack. My family goes to sleep. I sit down here, I put [on] my game developer hat. And once I have a couple of ideas for AM2R, I get in touch with the artists, the volunteers, whatever is available, and I say “Well, I have a proposal for making a new sprite for an enemy. How many weeks is this going to be taking you to actually make a prototype?’”

With Ori, the same requests are “measured in hours, depending on who’s awake.”

Guasti touched a lot of different parts of Ori and the Will of the Wisps, though he mentioned being especially proud of the game’s elaborate “escape” sequences, where the player has to put together everything they’ve learned in an area and try to make it out before they die.

As for the original Metroid-style game he’d been toying with in his free time, that’s on pause.

“Going full time as a game developer makes your free time not to focus that much on video games, right?” he said. “So usually in my free time, I go with my daughter and force her to not play with the tablet anymore. And we just enjoy playing with toys—real-life toys. The usual tea party with ponies and other small action figures.”

With one caveat, naturally: they like to co-op Minecraft, with Guasti having built a world where he’s placed various signs to help his eight-year-old daughter with her reading lessons.

Chances are they’ll be playing Ori and the Will of the Wisps together, too.

Follow Patrick on Twitter. His email is patrick.klepek@vice.com, and available privately on Signal (224-707-1561).

This article originally appeared on VICE US.