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GAMES

think about the machines and their sort of

relationship with the world. There’s that

whole background, which then allows us

to build Aloy’s story into it. You start off

playing Aloy as a child, you discover she is

an outcast from her tribe, and pretty early

on you discover why that is. Early sections

of the game is her trying to work out why

she’s an outcast and what the politics of

the tribe are, and her trying to prove that

she isn’t an outcast, that she’s worthy to

explore. In the beginning, it’s really about

Aloy trying to discover and work out who

she is, and then once the game opens

up a little and you get to explore this big

open world. There’s a kind of parallel of

Aloy discovering her capabilities and what

she can do in the world, while there’s the

player discovering what they can do and

how they fit onto the world, and I think we

did a really good job at creating the same

sense of discovery of story that the player

will have alongside Aloy.

What are some of the biggest

challenges in creating a new IP?

Internally the first big challenge is

getting buy in from the team; for a

game in development for so long, it’s

risky for a studio to take on a new IP,

and to take on something so much

bigger than the first IP. The first step

was kind of convincing everyone in

the studio that it’s worth spending

the next six years of your life on this.

It was pretty easy with the original

vision of Aloy, the machines, and the

world. Everyone was really excited to

take on the world, some of the first

challenges were the technological ones,

so one was going from a linear world to

an open world meaning we had to expand

the engine capabilities. There was a really

big drive to show nature taking over the

world 1000 years in the future - rendering

organic models like trees and foliage and

everything is a lot more difficult than

buildings and things like that. We had

to come up with technology that could

procedurally generate stuff like that, we

came up with some really clever ways like

climates where it would intelligently look

at stuff like what would the climate of the

world be like/what would the height be

like/what kind of animals would live here/

what kind of plants would grow here/what

would the water flow be like? All those

kinds of things were taken into account,

and that allowed us to build a game that

was huge without having to have actual

hands touching every corner of the map.

The third one was for programmers -

we had to hire a whole new team of

writers to build this open world and to

make it interesting, and we had a whole

new questing system; with first person

shooters or more linear games you can

predict where the player will go and you

know that when a player goes around this

corner there’s got to be this explosion, but

with Horizon, players can go everywhere,

you can do anything, you can decide to go

down this particular skill tree with Aloy,

we really had to try to think outside of the

box, we had to make sure no matter which

path they chose to go down with Aloy that

it was fun and that the robots interact with

the right things in the right locations. Even

with all those kinds of new challenges, the

team really knuckled down.

What were the other ideas that were

pitched alongside HZD?

There were a whole bunch of different

ideas. A lot of the team had been working

on fairly similar style games; the Killzone

games were fairly similar, and a lot of

people were looking to branch out and

try something different. We wanted to

challenge ourselves - HZD was the most

difficult pitch, but it was the one that

resonated most. There was this fascination

with a lot of members of the team and a

lot of people in general I guess at the time

with the whole ‘what if?’ scenario; what

if there was this apocalypse, at a base

level everyone is really excited about

thinking about what would happen if

this happens, the artists wanted to

create a beautiful world that was kind

of broken. It was cool of Sony to sign

up to us choosing the most difficult

pitch that we could come up with.

Was there any one game that you

drew inspiration from or a collection

of stuff?

There was definitely a common

thread throughout development - a lot

of people grew up loving RPGs, and

they all had a real desire to build RPGs.

There’s inspiration going through from

Super Nintendo games all the way up

until games that have been released in

the last few years. In particular in the last

five years there have been a lot of games

with crafting and scavenging; we play

every single game and see what people

are playing, how we can incorporate stuff

and improve stuff, it’s hard to pick one in

particular.

Do you have big plans for the future?

Internally, a lot of people are taking time

off now that it’s gone gold, and working on

patches. A lot of effort went into the world

building and the concept art for Horizon

that didn’t even make it into the game,

especially for the tribes and stories that

just didn’t make sense once we put the

game together and we didn’t really know

how to put it into the game. We really

hope this resonates with people because

I think there are a lot of stories we can tell

within this world. Everyone’s really excited

to keep exploring with this world, but I

think that everyone is just waiting to see

how these next few months go.

In the beginning it's

really about Aloy trying

to discover who she is

continued