That theatrical influence started to really transform the game, and moved it away from being what it was originally, which was a kind of exploratory platformer that was not challenge-oriented, but more about climbing around in the caves. We found a few set designers that we really liked. Then we started looking at modern American mid-century theater, and looking specifically at set designers. They started to really look like theater sets. We were making these little scenes in Unity, these little 3D scenes, and setting up props and stuff with a whole lot of consideration for the angle the player was going to be looking in from. Something that we stumbled across then was this interesting relationship equivalence between set design in theater, like stage theater, and video game work. Then, after working on it for about a year, we started feeling out more of what were some other directions we could go with it. I came up with this thumbnail sketch of the game and brought it back to Tamas. Tamas and I got really into thinking about Mammoth Cave and stuff. That game takes place in Mammoth Cave in Kentucky. It was this weird, surreal biography game. It’s this idea of Will Crowther during the time in his life that he was writing this game. It was kind of a cross between that game and Being John Malkovich. This was a remix of that game using some source material from the original game and then a bunch of stuff that we wrote. You know this game Colossal Cave Adventure, by Will Crowther? It was more of a gallery installation kind of context. It was never really released publicly, but it was in a couple of gallery exhibitions. Before that, also, Tamas and I worked on a game with our friend Jon Cates that he concepted out. I guess it just transformed along with the landscape, looking at trucks shipping stuff around, going to antique stores and stuff. First it was about a giant who would carry people around on his shoulders. I was down there just driving around, thinking about this video game idea that I had that was about. Jake Elliott: My girlfriend’s from Kentucky. RPS: What influenced Kentucky Route Zero? Especially on a personal level, where did the game come from? So then, stroll on inside RPS' quaintly rustic hilltop abode whenever you're ready. Co-creator Jake Elliott and I discuss Kentucky Route Zero's unique approaches to storytelling, theater's heavy influence on the game, the negative general perception of the American South, talking to animals, ghost stories, economic hardship, and a number of specific in-game scenes. The interview will begin soon, but for now, there's certainly no rush. If you have, then step on down to the RPS porch, pull up a slightly weather-worn deck chair, and let some soulful bluegrass overwhelm your senses. If you haven't already played it, go do that. Kentucky Route Zero is a joyously original, heartfelt thing.
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