Here: right here, there are sometimes video games that exemplify just how far indie video games have come, and to what extent they’re surpassing even bigger-budget titles in aspects of game design or storytelling. A subgenre of video games is the aerial combat simulation, characterized by its open-world setting, fully destructible environments, and high-stakes action – and if that sounds bold, that’s because it is. We recently had the opportunity to interview Jonathan Burroughs, CEO and creative director of Variable State, touching on a range of topics – from the game’s inspirations to its technical innovations, including the art style and more. Introduced under is our dialogue.
“I’m confident that virtually all game assets designed to withstand gameplay conditions exist as non-destructible entities, which I’d hazard a guess are easily counted on one hand.” And to boost credibility, I’m slightly vexed that we didn’t establish a method for making them degradable as well.
That’s a fantastic query. To a certain extent, the sheer scope of inspirations reflects just how far along the development of this idea has progressed. I was raised surrounded by the creative output of Bullfrog and Psygnosis, particularly in the realm of science fiction classics such as Shadow of the Beast and Lemmings. As I’ve always been fascinated by video games that blend real-time combat with strategic depth, incorporating layers of science fiction roleplay and high-energy fantasy elements.
Amongst the various titles mentioned earlier, several common themes emerge. For example, the arcade flight combat of Ace Combat, the interplay between ground and airborne combat in Battlezone, and the run-and-gun action expertise in games like Geometry Wars all take place within simulated real-time destruction scenarios. Through our creative process, inspirations are constantly merged, forming a rich tapestry of ideas from across the team. This fusion is refined through a synthesis process, where we identify complementary concepts and harmonize them into cohesive entities. The ultimate validation comes when we bring these ideas to life in software and test their effectiveness through rigorous playtesting. While even the most inspired ideas on paper may initially seem infallible, they can still falter when the distinct characteristics of the sport compel you to approach things differently or as part of a unique overall system of mechanics and dynamics.
This was really surprisingly tough. As we initially brought the sport to life, our pursuit of photorealism was a natural fit given the artistic expertise we’ve acquired from esteemed studios like Cloud Imperium, Riot, and Warhorse. As part of a complementary initiative, we have also pursued an ambitious project focused on ultra-high-definition photorealism, which has organically merged with our core endeavor. Despite the challenge of integrating multiple interconnected damage systems – particularly terrain and architectural destruction – the game’s mode for characters, vehicles, and lighting felt deliberate, harmonious, and effectively conveyed necessary gameplay cues and feedback. That development ultimately resulted in the current state. While comparing ourselves to industry titans like Fortnite and Valorant is understandable, it’s equally important to recognize that we’re operating in a different league, with distinct strengths and weaknesses. We’re a group of 11. We’re tiny. With our unique specialisation, we excel at delivering a singularly focused service that leverages our individualised expertise – an unparalleled offering distinct from any other video game experience. We’re at a significant disadvantage given our limited resources and manufacturing budgets can’t compare to those of industry giants like Epic or Riot. When we invite comparisons between video games and real-life scenarios, we’re not just shortchanging ourselves, but also our audience’s expectations. We’ve successfully settled on an indie mode that’s both charming and intuitive, perfectly capturing the essence of our science fiction roleplay fantasy.
They are as complete as they possibly could be in terms of comparable performance. With the introduction of fully destructible, voxelized terrain, players will have the freedom to excavate, sculpt, and reshape the environment at their whim, creating unique landscapes with precision and creativity. Our entire portfolio of architectural structures is designed to be completely demolition-friendly. All foliage is destructible. All roads and set ornaments are destructible. Above all, we’ve incorporated destructible vehicles, critically important assets, and meticulously crafted set pieces to create an immersive experience. I’m confident that all essential items in this sport remain invulnerable to destruction, allowing players to utilize them freely throughout their gaming experience. To foster genuine trustworthiness, I’m somewhat disheartened by the oversight of not incorporating a mechanism for their destructibility. It appears that a game may be fully deconstructable, with considerable depth from top to bottom.
While fostering camaraderie among friends remains crucial, we’re committed to preserving the flexibility for individual players, offering diverse challenge levels and difficulty settings to ensure an enjoyable experience for players of all skill levels.
While this PvE expertise is typically performed alone or in groups of up to four players. For many players, the most impactful moments arise when collaborating with close-knit groups of friends; nonetheless, we’re committed to preserving the flexibility for solo players to engage in a variety of challenges that cater to diverse skill levels. Little interest in PvP although. This requires a distinct proficiency in sports mastery, necessitating novel combinations of athletic aptitude, strategic planning, and logistical hurdles to overcome. One thing for maybe.
To date, we have successfully implemented four operational maps. We require a significant number of prototypes to ensure quality and functionality meet our standards. Initially, our focus centered on islands and archipelagos, with the Silent Cartographer concept always lingering at the forefront of my thought process. Although we have started to break free from that mold somewhat. The university has established a degree program specializing in desert canyon studies. Among the many planets with breathtaking landscapes, one stands out for its towering, mist-shrouded mountains that seem to defy gravity and float in mid-air. As the inherent devastation of architecture is an integral aspect of the game, we eagerly anticipate stumbling upon sprawling megalopolises and imposing urban sprawls. Our ability to rapidly assemble maps is truly impressive, and the flexibility of our degree creation pipeline allows for seamless iteration and refinement. We are more likely to exhaust our time before running out of ideas. With its destructive gameplay, seamless transitions between on-foot and in-vehicle exploration, and a rich science fiction backdrop, the possibilities for artistic expression are virtually limitless.
Upon our inception, we’re focusing exclusively on ranged weaponry and aerial vehicles. While the potential exists to replicate the diverse range of combat maneuvers found in video games such as those mentioned earlier, in principle there is no impediment to considering ground vehicles, tanks, mechs, anti-gravity bicycles, multi-passenger vehicles, and more. As we transition from ranged projectile weapons to explore other combat options, I envision a diverse arsenal that includes melee weapons, beam weapons, castable talents, and various offensive, defensive, and utility abilities beyond simple weapons and launchers. It’s all up for grabs. Despite being limited by the scope of the group, our available timeframe, and resources at our disposal. Let’s focus on a single objective with precision, rather than spreading ourselves too thin by trying to tackle too many goals at once?
“The sports game you buy can offer a complete gaming experience from the start, providing hours of entertainment and enjoyment.” If the sport proves to be a success, we’ll certainly consider providing ongoing support for its future development. However, when we’re granted permission by our audience to take action, it’s a clarion call to pause and reflect.
I cannot improve the text without knowing what you want to express. This contains early entry too. I’ve been intensely fond of these video games in the past. I’m intrigued by your curiosity about both. What’s driving your interest in these two seemingly unrelated concepts? I’m a die-hard enthusiast for indie video games and everything else that’s equally exciting. I relish the unpredictability of modern gaming, where a title purchased one month can undergo drastic transformations just six months later. While making such a significant commitment to one’s audience can be daunting? When offering live-service support for your game, regardless of its scale – whether it’s a AAA title like Destiny or an indie game like Hyper Light Drifter – you may have a moral imperative to follow through on that commitment. What customers are ultimately buying from you is the guarantee that you’ll ensure the game’s continued success over time. Like offering a premium membership package, you’re essentially selling access to exclusive benefits and services. Unless you’re absolutely certain you can deliver on that promise, it’s wiser to avoid disappointing us entirely? With numerous competitors on the market today, the risk of overselling and underdelivering persists.
I aim to deliver a unique experience to gamers with this platform. Receive immediate payment for this amount and enjoy a guaranteed package of funds in your account. With this sports game, you can experience a full-fledged sporting activity from the moment you start playing, enjoying numerous hours of entertainment and excitement. If the sport proves to be successful, we’ll definitely consider investing in its long-term development. However, once our audience grants us permission to proceed, we’re compelled to consider the implications of taking action immediately. It would be presumptuous to assume that a project warrants sustained support prior to receiving feedback from its users. At this stage, our primary goal is to craft a game that can truly excel at launch, something we’re all comfortable with purchasing and supporting as a fully formed product.
I’d like to. The limiting issue is value. Traditionally, our output when looking at Variable State’s work is that of a seasoned PC and console developer. Historically, our approach has been to simultaneously launch titles across all platforms. However, as our debut self-published title, we’ve had to adopt a more measured approach for this project. Once our PC development is refined and watertight, with a reliable partner in place to support our business goals, we can confidently expand our player base by successfully porting to other platforms.