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We begin filming our doc on Outer Wilds today and seen as so many of you are fans of the game I thought it would be interesting to give you an opportunity to pitch some questions that we could ask the devs. So if you have any please stick them below. We’re aiming to get this doc out next month as part of our big editing push through into January. Expect a lot of docs between now and Feb!

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Comments

Gabriel Costa (Hired Sword)

Damn still haven't gotten around to playing this yet but I'll try to do so before the Doc releases.

Anonymous

Would love to know what the reaction was at the announcement of The Outer Worlds. Wonder if they had fears of brand confusion or being lost in the mix.

Anonymous

Outer Wilds is my game of the year! Question, has the release of Outer Worlds had any impact, positive or negative on reviews from the community with this game? Particularly as both are available on gamepass, I wonder if anyone got really into Outer Wilds without realizing its not the same game everyone else is playing. Additonally, have you seen any cases of people getting upset or confused as they play your game while expecting Outer Worlds instead?

Anonymous

I have a lot of questions but most of them are borderline spoilers so I'll ask this. Did the devs always have this idea from the very start with outer wilds or did the core concept of outer wilds drastically change over time? If so can the explain what the previous concepts were? Also I think it's one of best games ever made and the devs are very talented :)

Glenn with the extra n.

Audio Team: 1. What were the directions behind the jingles? 2. What challenges did the team find in doing the audio for the FPS? 3. Any pleasant surprises during recordings, like unique sound takes? 4. Anything they learned from their experience that they would love to apply to the next title they work on? 5. Did the audio design direction ever change or was it constant? If you meet Justin, the audio director, tell him I said hi.

Anonymous

I found that a lot of the parts of the game had just the right level of difficulty, and that made the feeling of adventuring feel much more genuine: the special kind of navigating you do in Dark Bramble, the jump to the solar station, the warp from the broken tower on ember twin, etc.. What kind of iterations of tweaking did you do to get to that just-hard-enough difficulty?

Craig

Was there a religious connection present in any of the design team's minds? Someone had written about the game reflecting a religious journey, a pursuit of truth. Did religion drive the team to create a game so explicitly about seeking truth and knowledge?

Anonymous

This is probably an obvious question but why did they decide the time loop mechanic. How did this mechanic challenge them in development? How did it allow them to tell the story through the environment without the player getting irritated or bored?

Anonymous

How many iterations did the solar system design take? Was there ever more planets than there is now? Less? How much fine tuning did it take to get all the planets distanced and orbiting just right?

Anonymous

This is for the writers, and they've talked about it at least a little bit in regards to translating the game, but: Outer Wilds has an (unusually, in games) nuanced way in which it treats gender in its depiction of alien culture. Were there any particular influences on that approach? Also for the writers: Outer Wilds plays with a number of tropes that other games also use (understanding the past through semi-forensic exploration of a space touched by a culture that is not your character's culture), but manages to do so in a way that actively avoids feeling colonialist, appropriative, or pessimistic. Were there earlier drafts that explored cynical/nihilistic depictions of that prior culture, or was it always the idea to write them with the degree of empathy, compassion, and curiosity that came through in the final script?

Anonymous

Most of the game feels a lot like a harder sci fi story. You're modeling some orbital mechanics, planet biomes can vary wildly and be dangerous. But the ending goes more in the direction of a 2001 a space Odyssey or interstellar style ending. It was very unexpected for me, and while I have come to appreciate what you pulled off, at the time I found it jarring. I'm curious about the ending with respect to the rest of the game. Did you have this ending planned for a while? Did you intend for it to be a big change in feel from the rest of the game?

Anonymous

I have a couple of questions... Off in the distant stars, you can see what looks like supernova's happening. Are those just random, or are they representations of other players who have reached the end of a loop?

Anonymous

I may have perceived these themes incorrectly, but it seemed like they wanted to make a game about Quantum Mechanics, and how meaning can be changed depending on what you observed (like reading all the logs from the various "projects" that the precursors were running trying to explain and prevent what was happening which were *all* wrong). The statue that sees you, and the goal of eventually reaching the eye... these felt like they were ultimately getting at what happens when the observer is also observed. Did that particular idea (if indeed that was one of their points) come from anywhere in particular? It kinda reminds me of the "set of all sets" that Douglas Hofstadter talked about in Godel, Escher, Bach.

Mark_deLight

When will it be coming to Steam, and why did they go the exclusivity route?

Anonymous

Who came up with the incredible main theme for the game and what dark magic did you use to make it so damn catchy?

Anonymous

Just tell them I had an incredible experience and Outer Wilds is one of the best things I have ever played! Ok, maybe also ask if they were inspired by Carl Sagan. I felt a similar thing playing Outer Wilds as I did listening to the pale blue dot monologue for the first time.

Anonymous

Two questions: First, what were some of their major inspirations? Second, Outer Wilds is the best embodiment of scientific curiosity and excitement I've ever seen in a game. I loved that your race was all named after geology terms, and the game does an excellent job of being respectful to scientific concepts while still creating its own universe and rules. Does someone on the team have a strong background in science?

William Heathcote

I'd like to hear them talk about the conception and challenges of writing for the Nomai, particularly their system of writing.

Rufo Sanchez

I mentioned this towards you on Twitter, but two things I would love to know more about: 1) What sort of technical challenges were there in getting this game built? I'm not a game programmer, but I have dabbled in it a bit and code for my day job, and there were so many instances of "I don't even know how they'd _do_ that in a normal game engine" in this game that it left my head spinning 😅 2) There's a huge array of environments between the different planets, a vast array of tunnels, undersides and buildings to explore on each planet, and many more possibilities that come up - yet the environmental storytelling, dialogue and atmosphere are so incredibly detailed and intricate, both locally to the environment you're currently exploring, to other locales, and to the world and story at large. How did they approach building out the world and storytelling, and what sort of challenges did they face trying to keep everything straight?

Anonymous

How did they go about writing a story, spreading it out across different worlds, and then allowing for players to enter it at their own freewill?

Ryan Del Vecchio

I would love to hear them speak on the ecological themes of the game. How we just continuously destroy our planet and nature. In my ending and I had a tree grow smaller in front of me and be reduced to ember and ashes and then I roasted a damn marshmellow on the campfire. It hit me so hard.

Jack Mayo

A few questions : How did their relationship with Microsoft come about and how has it developed since then? How viable being supported via game pass is for them? Did they go to xbox or are they approached? Were there any worries with going down that route? Plus how did that platform impact their game sales and people's awareness of the game? I've heard it be touched upon with afterparty from igns unfiltered podcast butquite interested to know their side of it and more developers discuss whatever they can about it