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Narrative And Early Access: Supergiant’s Greg Kasavin Discusses ‘Hades’ Development
In the second half of our interview with Supergiant Games Creative Director Greg Kasavin, we discuss their most recent game, Hades, and how early-access feedback impacts game development. You can read part one of our interview here.
Sean
You’ve discussed how you’ve worked to develop these complex, procedurally-generated branching stories within your game Pyre. What did your team decide to do for Hades?
Greg
One of the things we enjoyed working on as part of Pyre was writing a story with a big cast of characters with intricate relationships and so on. With Hades, we have another great big cast of characters.
To back up briefly, the thing about Bastion and Transistor, although they have a strong story to them, they have very small casts of characters. They can feel very lonely by design.
Although there’s like warmth there, and you feel this great bond with the characters who do exist, they’re these like sprawling worlds with very few inhabitants. With Pyre we wanted to make an inhabited world where you could make friends and go on this big road trip with them. With Hades, we were like, “we love the great big cast of colorful characters thing, let’s do that again, but this time…