Amid the bustle of London's EGX gaming conference, it is easy to get misplaced in the maze of gaming stands, and the crowds lining as much as strive their hand at video games each huge and small, indie and AAA. Even the stands themselves run the danger of fading into the background - however that is not one thing that is a matter for Fall Guys: Ultimate Knockout.
Fall Guys' EGX presence is.. intimidating, to say the least. Partnered with Virgin Media, developer Mediatonic has put on an enormous, Travelator-esque problem the place contributors must run up a steep incline that's transferring in the other way to say a golden paper crown. It's virtually like taking part in a Fall Guys in-game competitors, simply with out the big Big Yeetus hammers careening you into the stratosphere.
It's an completely weird expertise to behold however one which is solely appropriate for Mediatonic's clumsy jellybean gauntlet. So how did a chaotic platform battle royale change into a centerpiece at considered one of Europe's largest gaming conventions? We spoke to Fall Guys: Ultimate Knockout's lead game designer, Joe Walsh, about the game's success and what's in retailer for the future.
Suffering from success
When Fall Guys: Ultimate Knockout launched in August 2020, it is honest to say it momentarily (and really abruptly) took the gaming world by storm. Fall Guys managed to attain a peak concurrent participant rely of simply over 172,000 on Steam round the time of launch. Over on PS4, servers struggled to deal with the variety of PlayStation gamers attempting to leap in when the game was launched as a free PS Plus providing.
"To watch it blow up in the way it did was was insane, and every single day we kind of one-up the one before," Walsh says of Fall Guys' launch interval. "Having the player numbers was amazing because we'd generally been terrified. As a studio, anytime you release a new IP you don't really know what the reception is going to be like and we were worried that we wouldn't be able to get 60 people in a lobby to play a game, let alone 16 million or whatever it ended up being."
The fast onset of gamers was actually a shock for the staff at Mediatonic, nevertheless it was nothing in comparison with the publicity wave which adopted, as huge-title streamers and influencers started getting in on the chaotic motion.
"To see on top of that the kind of pop culture stuff start to happen, like having TimTheTatMan's breaking records on Twitch to get his first win and Sergio Aguero scoring diving headers on Fall Ball, each day kind of one-upped the one before so it was a surreal experience to be doing from home for sure," Walsh tells us.
But it wasn't simply blind luck that noticed Fall Guys change into such an enormous success. Mediatonic discovered itself launching a game in the excellent storm, as the Covid-19 pandemic pressured tens of millions of avid gamers throughout the globe to remain at dwelling, with many trying to discover solace in healthful titles that allowed them to flee the turbulent world outdoors - a phenomenon we noticed with Animal Crossing: New Horizons.
"I think we were in a weird position where we launched right in the middle of lockdown and I think lots of people were playing games and looking for things to do during that time," Walsh explains. "Fall Guys was especially perfect for that moment because it is so uplifting and silly and colorful that I think it was the perfect kind of antidote to all of the miserable things that were happening in the world last summer. And we just had so many people reach out to us saying that this was the game that was keeping them going and the thing that was bringing them joy at the end of the day.
"So I believe that's above every thing else what makes Fall Guys the success that it's. It is and continues to be a breath of contemporary air in a multiplayer gaming house that is filled with weapons and taking pictures."
Charming inspirations
It's not too often that such a unique multiplayer experience manages to hold its own for such a lengthy period of time - after all, over a year later, Fall Guys continues to boast a healthy player base. However, Fall Guys had a novel inspiration for its creation that clearly resonates with crowds beyond the gaming space.
"The distinction with Fall Guys is that we had been impressed by tv," Walsh tells us. "And it ended up being fairly excellent timing with the progress of Twitch whereas we had been working on the game. But actually the inspiration for it's Takeshi's Castle (MXC in the US) and Total Wipeout. It's A Knockout for people who find themselves possibly a bit older.
"And those game shows are so amazing. I spent my childhood watching them and loving them, and I've always wondered what it would be like to compete on those shows. And that was really the genesis of Fall Guys. I think that's what makes it so unique is that it's the only game to draw inspiration from that area. I think it's been a big reason as to why it's been such a hit."
Those roots in fashionable televised game exhibits are one thing that was all the time part of Fall Guys from its inception, too. While many video games can change {shape} into one thing else solely throughout growth, Fall Guys was all the time meant to be that enormous-scale game show we play right now.
"Initially, we were worried that it wouldn't work. It's not something that we'd played before," Walsh tells us. I believe in the first-ever playtest we performed Door Dash into Tail Tag into Fall Mountain, and whittled it right down to a winner from about 40 individuals who had been in the studio in London. I distinctly bear in mind being sat down with my inventive director and being like, 'yep, that is gonna work'. It was not like the rest we would performed earlier than. So actually, that via-line of gameshow-ness of knocking folks out and whittling them down has all the time been part of Fall Guys since we began working on it."
Crossover craziness
Alongside its gameshow inspirations, Fall Guys' uniqueness has arguably been cemented in the sheer number of licensed crossovers with other games and movies.
Over the past year, we've seen Fall Guys collaborate with indie hits like My Friend Pedro and Among Us to more unexpected crossovers like Nier: Automata and even Disney's The Jungle Book. With such big companies involved, there's surely no shortage of red tape to wade through.
"It's one thing that basically relies upon on the model that we're working with," Walsh says. "That's why we actually like doing the indie collaborations, as a result of it speaks to our historical past as an indie developer, initially. With these ones you actually simply choose up the telephone or e-mail somebody who made the game, and ask them in the event that they need to be in Fall Guys. And these conversations are very fast.
"When you're working with much bigger stuff, like for example, now we're working with Disney on things like Tron and The Jungle Book, that process is slower, because there are more people involved. And Disney is a huge, huge company. But I think that's what is so cool about Fall Guys is that the character can be Spelunky guy, it can be Shovel Knight, but it can also be Baloo from The Jungle Book, or Flynn or Quorra."
It appears to be like like Fall Guys is not going wherever anytime quickly, because it stays considered one of the hottest online multiplayer video games on Steam, and an Xbox Series X/S model is on the approach to be part of its console brethren.
But its not solely crossovers that look to shake up Fall Guys in the future, in response to Walsh, Mediatonic might begin to roll out a extra involving narrative with regards to the 'story' of everybody's favourite multiplayer gameshow.
"I think one of the things that I'm really excited to start doing is building the world of Fall Guys in a more narrative driven way, in a sense," Walsh explains. "Like before, when we've gone to the winter theme, the Fall Guys are just there, and then suddenly they're in the future and it's all been quite arbitrary because we've never had the time or the resources to sit down and figure out why they are where they're going.
"If you've got ever seen The Truman Show, there are folks in the sky answerable for it, and I believe that the story of what's occurring behind the game show is one thing that I'm actually excited to begin tinkering with a little bit bit."
Keeping issues contemporary
It sounds like the team is already planning out some fairly ambitious stuff for future seasons, but shaking up the Fall Guys formula isn't a straightforward task.
"I believe it is undoubtedly a problem," Walsh tells us. "I believe considered one of the issues that's difficult with Fall Guys is as a result of every spherical is separate, it may be more durable to make extra sweeping wholesale adjustments to the game. We cannot flip the island or rework the island in the approach Fortnite possibly can or Warzone possibly can.
"So we're kind of looking at ways to make bigger, more ambitious changes to Fall Guys as we go. And that's been the exciting thing about growing the team is that we really have the firepower now to go in and start planning that stuff.
"I believe there are such a lot of spherical concepts that we are able to begin experimenting with. I believe persons are all the time clamoring for extra stuff like Hex-A-Gone or extra ranges the place they have a bit extra company inside the house, and there is extra emergent gameplay. It's going to be enjoyable to discover that stuff extra, as a result of I believe there are in all probability solely so many impediment programs we are able to make. But I believe there's a lot extra that we are able to do with a Fall Guy that we've not actually had an opportunity to the touch on but."
Coming up with new ideas and concepts isn't either easy. Walsh reveals that for every Fall Guys level that makes the grade, there's probably at least a few more that hit the cutting room floor.
"Oh, yeah, there's undoubtedly so much," Walsh says, referring to the amount of level ideas that get scrapped. "One of the ones that is come up just lately, once more, is Squid Game, [which] is now the greatest TV show in the world. And it opens with Red Light Green Light, which is one thing that we dabbled with. And we by no means truly obtained to prototyping it, as a result of we could not fairly see the way it works.
"Within a video game there's something about movement, which is in real life it's very hard to stay still. But in a video game, you just put your controller down. And so at the time, I think we were like 'we'll never do Red Light Green Light, it doesn't make sense.' But now seeing how popular Squid Game is I'd love for us to have another crack at something like that and see if we could do it in Fall Guys."
Jellybeans of the future
So what does Mediatonic, as a studio, have deliberate for the future? According to Walsh, whereas the indie studio is dedicated to rising Fall Guys and making it the greatest game it could probably be, the staff does not intend to relaxation on its laurels.
"We're fully committed to growing Fall Guys and fulfilling the brief that we set out: making the World's Greatest Game Show," Walsh explains. "I think there's so much more stuff we can do that we have another year, at least, worth of content that we already know that we want to do. When you look at the lifetime that something like Fortnite or Rocket League has had, I would love Fall Guys to live alongside those games as real staple games that have a long history.
"We're extremely proud to have been out for a 12 months. I believe that places us in a really distinctive spot. But by way of the imaginative and prescient for Mediatonic, we do not need to change into a one game studio, we're fascinated by determining what the next Fall Guys may be. We're all the time working on new concepts for video games and seeing what will get [us] excited.
"But now we have a much bigger team to go ahead and we also now have the experience of making something like Fall Guys. When we started working on it we'd never released a real time multiplayer game, let alone one that was physics based platforming with 60 people, so we've learned a lot over the past couple of years that I think we can put into our future plans, for sure."
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