In an interview with the developers of Satellite Odyssey, we discussed the lessons of pain and growth: what went wrong and how a new game is born from mistakes.
In this interview, we discuss the difficult development path of the game Satellite Odyssey - from the first experiments with a walking simulator to plans to turn the project into a serious series. The producer shares the lessons the team learned from their own mistakes: how important replayability is, why science fiction doesn't sell well, what correct positioning means, and how not to stumble over copyrights and price.
The conversation touches on production "hell", game promotion, and even attempts to move into a new genre inspired by Resident Evil. In the finale, there are reflections on how to develop the series further, how the European and Russian approaches to games differ, and why development is always like running into the same rake.
- 00:00:00 Intro
- 00:00:35 Exactly the producer of Satelite Odyssey
- 00:05:10 First lesson. Why a walking simulator
- 00:08:49 Harmful advice from IXBT games
- 00:11:20 Second lesson. Replayability
- 00:13:02 Third lesson. Positioning
- 00:14:57 Science fiction doesn't sell well
- 00:16:54 Fourth lesson. Copyrights and heirs
- 00:19:32 Fifth lesson. The right price
- 00:22:32 Earthlings said no
- 00:24:49 Copyright issue
- 00:30:09 New Odyssey in the style of Resident Evil
- 00:35:29 Production hell
- 00:36:17 Now a serious game
- 00:38:27 Satelite Odyssey game series
- 00:40:39 Europe. Shotgun vs. snowflakes
- 00:43:07 Game promotion
- 00:49:56 A game about space
- 00:52:50 Self-burial
- 00:54:09 Don't reinvent the wheel
- 00:57:58 Bets