Last week I answered the question of whether or not The Chaser’s Voyage is, in fact, a roguelike. The answer ended up being “yes”, but in that article I explained how we never set out to make a roguelike and how we accidentally stumbled into the genre through a wellspring of inspirations taken from experiences and media we enjoyed. This week, I wanted to share what some of the inspirations for The Chaser’s Voyage were, because I think it’s important for us, as game developers, to share our process and show how we learned from our inspirations, rather than just blindly took, to create something wholly unique and innovative.
I think it must first be said, that some might find that The Chaser’s Voyage gives off a lot of FTL: Faster Than Light vibes. As I mentioned last week, Cameron and I were familiar with FTL, though we didn’t really think of it as a “roguelike” when we played it. Mainly because we didn’t really know what a “roguelike” was back then, but I would argue that despite the similarities, (such as managing power across multiple systems like weapons, shields, and engines) the FTL devs and us both just drew inspiration from the same pool of sci-fi related tropes. “Divert all power to the engines/shields” is a common enough phrase mentioned in both media like Star Trek and Star Wars and it just lends itself readily to the idea of having a limited amount of power and only being able to allocate it in specific ways. To give credit where it’s due, FTL did show me that such a concept could work and, in a story that I find a little embarrassing, I may have subconsciously been a little too inspired by the game in the beginning.
In my original prototype for “Project: Space Captain”, you took on the role of a daring space captain. You were in charge of managing power across your four main systems. You made the call to stop for repairs or keep going. Most importantly, you pushed the big button that would warp you from one part of space to another, where you would battle enemies in different kinds of interstellar environments that would be chosen and mixed together at random. That last one was definitely inspired by Disneyland’s Star Tours more than anything! I thought it would be a neat game that really captured the feeling the being in command of a starship, where you had to trust your crew, make bold decisions, and face the unknowns of the next big jump. So it kinda came as a surprise to me when Cameron gave me one condition before greenlighting this project: “make it less like FTL.”
I remember wanting to be defensive about this. It wasn’t like FTL. Sure, your ship didn’t move on screen, but that was so the player could concentrate more on managing their power systems and yeah, you were being pursued by an interplanetary empire, but that was just for plot reasons to justify the timer, not to hinder any exploration. We also both have permadeath, but that was inspired by lots of other games, mainly my fascination with the mechanic from the survival horror game, ZombiU. The more I thought about it the more obvious the truth was. For all it’s differences, “Project: Space Captain” would look way too similar to FTL. I took the task to make the game less like FTL and more true to what Cameron and I set out to accomplish when we formed Bright at Midnight: make unique and interesting games set in fully realized worlds. I remember thinking to myself “how could I have strayed so close to a game that I played only a couple of times in college? I really thought I was paying homage, while staying distinct from, one of my favorite Disneyland rides of all time.” That’s when it hit me. FTL’s inspirations were clearly from Star Trek. It’s space battles played out like the submarine combat that inspired the original show. Your role as captain was like being Kirk or Picard. But I’m not a Trekkie. I’m a Star Wars fan. If FTL was going to be like Star Trek, then it would seem only fitting that we were gonna be more like Star Wars.
Immediately, Cameron and I agreed on letting the player also pilot the ship. We actually really liked the idea of piloting a ship while managing systems in real-time. It reminded me of… well, a Star Wars game I played as a kid. It was the Revenge of the Sith movie game for the Nintendo DS. It had this mini-game where you would fly a starfighter and using the touch screen you could strengthen your shields in the front, the back, or keep them balanced. It was actually really fun and very Star Wars to be making those kinds of adjustments in mid-flight. Luckily, the original design already kept things very simple and the only significant change, besides the added piloting, was tying how fast your jump drive charged to the ship’s speed. In the original prototype, the goal was actually to travel a certain number of lightyears within the time limit and a space jump would take you 10,000 lightyears. The amount of distance your engines could travel was very small, even at full power, so they were mainly there to better your chances of evading. The space jump drive would charge at the same rate, regardless of how much power was in engines, and like in The Chaser’s Voyage, it would stop charging if it was damaged. With the game now being a real-time action game, we needed a way to discourage players from simply turn off their engines and waiting for a full charge. By tying the engine power to jump charge (with no power resulting in no charge), we found that way.
Cameron also wanted a change in the plot. They felt like the “transport an imperial defector” plot was too similar to the plot of FTL (which I didn’t even remember until they brought it up.) This challenge actually wasn’t as simple as just writing a new plot. The reason I initially went with that defector plot was to spice up the reason for having an arbitrary timer. I felt that the timer was majorly important to adding tension to the game, but just having a timer with no consequence didn’t make any sense. But then it hit me: What if you had a debt to repay? That was very Star Wars. In fact, it was Han Solo’s motivation for taking Luke and Obi-Wan to Alderaan. However, simply changing the window dressing didn’t address the root of the problem, so I proposed that instead of one big adventure, what if our game was actually comprised of many smaller adventures? After all, we didn’t want to just tell players that this big final score is gonna save their skin, we wanted them to say it themselves naturally when they saw a client offering a lot of money.
So from this radical rethinking of how our game could be structured, a desire to make something more unique from another popular game, and a leaning into something we love without borrowing too much, we felt that we had come up with a game that was unique, interesting, and a perfect way to show off what we could do as game designers.
Follow us on Twitter and join our Discord for more news and to give feedback!