The Evolution of Bugsnax: A Journey of Trial and Error
Bugsnax, a launch title for the PlayStation 5 in 2020, quickly gained popularity for its quirky creatures, engaging mechanics, and compelling narrative. At GDC, Young Horses' studio head John Murphy reflected on the game's six-year development process, the challenges of following up on the success of Octodad: Dadliest Catch, and the lessons learned for future projects. The journey to creating Bugsnax was not straightforward. After Octodad, the team took a long time to decide on their next project, fearing the sophomore slump. They revisited the method they learned in school, where each team member would pitch ideas based on their interests and inspirations. This led to numerous pitches, including some unusual concepts like "Burrowing dirt bros" and "Alternate reality Steve Irwin." One idea, "Snacksects Paradise," remained the codename for Bugsnax throughout its development. The team narrowed down their options by creating one-page pitches, which eventually became eight-page presentations covering various aspects of the game. They voted on the top three ideas to prototype, spending a month on each. The first prototype, "Summer Camp," was a creepy walking simulator that was ultimately abandoned due to its fetch-quest-like gameplay. The second prototype, "Hellsports High," involved a demon portal opening in a high school soccer field, but it was scrapped due to the difficulty of creating a sports game. The third prototype, "Bugsnax Monster Crossing," would eventually become the Bugsnax we know today. During the prototyping stage, the team experimented with how players would interact with the Grumpuses and Bugsnax. They considered various ideas, including a horrific prototype where players would peel the Bugsnax, and another where food trucks would fire Bugsnax at the characters. However, they decided that these concepts didn't fit with their goal of creating a character-driven story. The game was heavily influenced by Pokémon Snap, with one prototype featuring the player on rails, trying to catch Bugsnax. However, this concept didn't work as well as expected, and the team decided to abandon the on-rails approach. This led to a pivot in the game's design, focusing more on observation and planning rather than frenetic chasing. The free-roaming aspect of the game helped shape the narrative, with the player becoming part of the town and interacting with the Grumpuses directly. The team focused on creating a more agency-driven experience, with the player being an active participant in the interactions between the Bugsnax and Grumpuses. Murphy drew inspiration from games like Breath of the Wild and Horizon Zero Dawn, incorporating an elemental system and a pathing system to highlight the trajectory of creatures. The team also prioritized humor, using pun-filled names for the Bugsnax to create a "systemic comedy" that would surprise and delight players. To balance the game's mechanics, the team made some hitboxes larger to make the game more accessible and enjoyable for players. They prioritized humor and surprise over precision, creating a "mellow" feel that would keep players engaged. In conclusion, Murphy highlighted the challenges of developing Bugsnax and the lessons learned for future projects. The team aims to focus on what excites and interests them, rather than trying to come up with a fully solidified pitch. They also recognize the importance of designing systems that work well together and choosing their battles when it comes to innovation. By embracing a more organic approach to game development, Young Horses was able to create a unique and engaging experience with Bugsnax. The game's success is a testament to the team's dedication to their vision and their willingness to take risks and try new things.