Two games in ten years – what are your thoughts on this boutique approach?
We like it. I’m super-appreciative of Microsoft that they’ve allowed us to work in this way – they didn’t just ask for a sequel in a year, they’ve never been like that. We approached them and pitched a sequel, but the last thing we wanted to do was a quick sequel. We wanted it to be substantial. I think it’s similar to Playdead – I think they’ve existed longer than us and they’ve made Limbo and Inside, that’s it. I like that approach, because we always try to create masterpieces. Games where we’re like, ‘If that ships, that will make a dent’; [a game] people would really connect with, and a project we’d done everything we could have to make it something masterful.
We like it. I’m super-appreciative of Microsoft that they’ve allowed us to work in this way – they didn’t just ask for a sequel in a year, they’ve never been like that. We approached them and pitched a sequel, but the last thing we wanted to do was a quick sequel. We wanted it to be substantial. I think it’s similar to Playdead – I think they’ve existed longer than us and they’ve made Limbo and Inside, that’s it. I like that approach, because we always try to create masterpieces. Games where we’re like, ‘If that ships, that will make a dent’; [a game] people would really connect with, and a project we’d done everything we could have to make it something masterful.