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The team’s brainstorming often played out at a bar.
In my mind, Windblown belongs on the same shelf as the likes ofHades 2andSlay the Spire 2.
Responses edited for clarity and length.
How do you ensure that people renew their experience enough between runs?
How do you confirm that when you get a reward, it pushes you to do another run?
That was the run.
So that should exist.
But also in the most common runs, how do you feel?
Because what we are aiming for is diversity.
In many ways, Windblown is a chance for Motion Twin to improve on some ideas from Dead Cells.
“The last one before the Alterattacks and the dual welding was this idea of building a weapon.
“I think the first one was the idea of doing a multiplayer game,” Berthier adds.
“However it is done, it’s a multiplayer action game.”
“And I know it can be very huge.
That was the starting point.
And also, what we want to play now.
After that, I think the main point was the multiplayer.
We really want to make a game [with] multiplayer.”
With the core ideas largely decided, the team moved onto the grittier stuff.
“That’s the first mechanic, real, unique mechanic, that we created,” Berthier says.
“The idea being, I just want to remove all the friction from the locomotion.
I’m on top of a cliff.
Is it small enough so I feel like I could go down?
I should be able to go down.
That took, like, 23 versions for the algorithm.
It has been quite long.
We had the pacing.
We had the basis.
And then we started working.”
“Maybe it will be a year and a half,” Berthier reasons.
“Maybe it will be two years if we need it.
We don’t want to rush it.
We want to make it good, at the level of quality that the players deserve.”
The early access process is essential to the way Motion Twin operates, Vasseur asserts.
“We are awaiting [October] 24th,” he says.
I should not say that word.”
Life after Dead Cells
Pressure is inevitable with a follow-up like this.
Dead Cells casts a big shadow cooling and comfy in some ways, but hard to escape in others.
“It’s awful and very, very cool at the same time,” Vasseur says.
“Because when you want to do better, it’s like you’re running after another thing.
So I think we needed this pressure to be effective in the development.
We just wanted to make a game to play together.
“You have to reach that level.
You have to be efficient.
It was fine, by the way.
It was not like bad pressure.
It was good pressure, pressure that pushes you to do great things.”
As Windblown prepares for launch, the focus is on that build and improving the early access experience.
The player-informed model worked wonders for Dead Cells, and Motion Twin is keen to repeat its success.
“If we can, why not?
If we are lucky enough,” Berthier says.
On a personal level, Vasseur hopes it’s even longer.
“And yes, I really hope this will be longer than Dead Cells.
That would be great.”