The Birth of Bugsnax: How Young Horses' Latest Game Came to Life
The development of Bugsnax, a launch title for the PlayStation 5, was a six-year journey for Young Horses. The studio's head, John Murphy, shared the story of how the game came to be, from its initial pitching stages to its final form. After the success of Octodad: Dadliest Catch, the team took their time to figure out what they wanted to do next, drawing inspiration from various sources, including Pokémon Snap and Pharrell's big hat. The team went through multiple rounds of pitching, narrowing down their ideas until they settled on Bugsnax. The game's development was not without its challenges, including a year-long period where the game was heavily influenced by Pokémon Snap, with the player being on rails, trying to catch the Bugsnax. However, this approach ultimately didn't work, and the team pivoted to a more free-roaming experience. The game's focus on observation and planning, rather than frenetic chasing, helped shape the narrative and unlock the idea of the player interacting with the Grumpuses directly. The team also experimented with different mechanics, including a elemental system and a pathing system, inspired by Breath of the Wild and Horizon Zero Dawn. Murphy emphasized the importance of 'systemic comedy' in the game, where the player's interactions with the Bugsnax and traps create a humorous experience. The team also prioritized the player's enjoyment, making adjustments to the game's mechanics to ensure a 'mellow' feel. Looking back, Murphy highlighted the difficulties of keeping the team motivated across six years of development and the lessons learned, including the importance of building systems systematically and choosing battles when it comes to innovation. The team plans to take a more organic approach to game development in the future, focusing on what excites and interests them, rather than trying to come up with a fully solidified pitch.