Copychaser Games Unveils Blueprint for Story-Driven Titles

Crafting a compelling narrative is a daunting task, as humor may fall flat or characters might not resonate with players. Nevertheless, the end result remains the same - engaging stories captivate audiences and keep them coming back for more. In an interview with GamesIndustry.biz, Ben Gelinas, Creative Director at Copychaser Games, sheds light on the intricacies of developing a captivating story. He also delves into the studio's vision for its upcoming title, Times & Galaxy. Following his departure from Bioware, Gelinas founded Copychaser Games in 2017. During his five-year tenure at Bioware, he contributed to notable titles such as Mass Effect 3, Dragon Age: Inquisition, and Mass Effect: Andromeda. Copychaser's debut release, Speed Dating for Ghosts, launched on Steam in 2018 and later expanded to multiple platforms. The game was developed by a small team consisting of Gelinas, Mikey Hamm, Andrew Carvalho, and Doug Hoyer. Gelinas explains that Copychaser Games approaches narrative development by exploring unconventional settings and topics. For instance, the concept of ghosts is often associated with death and haunting, but the team decided to place them in a different context - dating - resulting in the creation of Speed Dating for Ghosts. The transition from AAA game development to indie allowed for a fresh perspective on narrative creation. Gelinas notes that the video game industry still has vast opportunities for storytelling, but often recycles familiar stories, archetypes, and perspectives, particularly in the AAA space. Gelinas highlights that larger projects can be restrictive for writers, with more staff and resources leading to increased complexity and variables. In contrast, indie development enables him to handle more aspects of game development beyond writing, despite limitations in gameplay, audio, and art. Another key difference Gelinas mentions is the size and scope of indie projects. As the only full-time member of Copychaser, the rest of the team consisted of part-timers juggling multiple commitments. The studio also offers outsourcing services, such as writing and art design, for other projects. Copychaser has collaborated with prominent studios, including Warner Bros. Games and Remedy Entertainment, on titles like Gotham Knights and Control. The team behind Times & Galaxy, including writers Sunny Evans, Paul Blinov, and Tess Degenstein, is driven by a passion for creating unique, inclusive games with branching narratives and memorable characters. Gelinas emphasizes the importance of establishing a strong tone and encouraging team members to push boundaries without fear of restraint. Players requested a game with reactive, deep characters and detailed lore, without the need for constant combat. Gelinas drew inspiration from his background in journalism, combining it with science fiction elements to create a distinctive setting. The decision to feature a robot as the main character was made to avoid clichés and offer a fresh perspective. Gelinas believes that robots, a staple of science fiction, deserve to be more than just sidekicks or minor characters. By playing as an intern, players become familiar with the world of journalism, and the main character's personal story unfolds as they progress through the game. The Copychaser team aims to create more episodic stories inspired by real events, with a science fiction twist. Despite the game's innovative storytelling, players may recognize influences from various sources, including Star Trek and the works of Douglas Adams and Terry Pratchett. Fellow Traveler is partnering with Copychaser to publish Times & Galaxy, providing support without compromising the studio's vision. Gelinas expresses his enthusiasm for the partnership, citing their shared goal of finding the right audience for their unique game. For Gelinas and the Copychaser team, Times & Galaxy represents their most ambitious project to date. The studio's objective remains unchanged - to craft focused, low-budget narrative experiences that push the boundaries of what is possible in gaming. If the game achieves commercial success, the team hopes to work on their next project with a full-time crew. Gelinas emphasizes the importance of making the most of their budget and production plan, aiming to break even and create a successful game without sacrificing their artistic vision. When asked about pitching narrative games to players, Gelinas acknowledges the fine line between captivating storytelling and overwhelming players with too much information. He believes that stories have always been an integral part of gaming and that technology has enabled developers to explore new narrative directions, leaving ample room for innovation in the years to come.