One thing that fans really love about a game is the small details that developers take the time to add, no matter how minute the detail may be. Recently, one Hades fan noticed just how interactive the game’s writing truly is due to a detail he noticed while playing the game.
Supergiant Games writer Greg Kasavin replied to his tweet, revealing a very interesting explanation about his philosophy when he wrote Hades.
Hades was released only a few weeks ago, and it has already risen in popularity and enjoying a high number of sales. This is especially impressive for an indie game that only got out of Early Access not too long ago.
Hades even celebrated the fact that the title sold 1 million copies a few days ago along with the high praise it has been receiving. After its official release, fans have been scouring the Greek mythology-themed game for tiny details that make it so fun to play.
Mike Mahardy, a well-known personality in the video game industry, tweeted about a detail he noticed while he was playing Hades: Megaera, one of the title’s bosses, mocked the player’s character for making use of Zagreus’ mirror. She claimed that this mirror was the only reason Zagreus was able to defeat her.
As a result, Mahardy’s interest was aroused. He decided to remove his upgrades and fight Megaera again. He was able to defeat her once more, and this time, she acknowledged his in-game actions.
Many fans have been buzzing about the character interactions you’ll find in Hades, and this appears to be one of those details that make the game more immersive and even better than it already is.
Yet another wonderful Hades detail:
Upon beating Meg, she told me it didn’t really count, considering I had an advantage from the mirror’s upgrades. Out of curiosity, I spent a key to reset and clear the upgrades, beat Meg again, and she ACKNOWLEDGED IT.
This game. pic.twitter.com/j1b61MBYXf
— Mike Mahardy (@mmahardy) September 24, 2020
It's a simple system at heart, we just kept adding more types of conditions to check against as the game grew. We didn't have any visualization of the event connections, though, so it got trickier to manage everything as our content expanded. Couple of complex subplots in there.
— Greg Kasavin (@kasavin) September 24, 2020
Greg Kasavin responded under Mahardy’s original tweet revealing that there are actually three different versions of the interaction coded into Hades, and it all depends on Zagreus and Megaera’s relationship.
He also says that the writers just kept in mind what the different characters would talk about and notice as well. This way of thinking is the reason why there are so many character interactions added to the game.
In fact, the title’s Early Access was crucial, as it helped the developers gauge the players’ responses and see what content they should keep or get rid of.
Kasavin does admit that this growing complexity got harder and harder to keep up with as Hades‘ subplots grew. Sometimes, these intricate in-game details can cause a game’s development time to take longer than it has to be.
However, these details are, without a doubt, one of the reasons why players are so drawn to the game in the first place.
Little details such as this are one of the major reasons why Hades is such an easily replayable game. After all, each save you make is different depending on what actions you have done and how you interacted with the characters and the game’s world.
Kasavin and the rest of the team definitely encourage the fans to replay the game, as they want the players to witness all the available relationships and dialogues the developers painstakingly included in the title.