Flock Interview: Discover Hollow Ponds' Fascinating Creature Collection, Thrilling Multiplayer Features, and Much More!

Flock Interview: Discover Hollow Ponds' Fascinating Creature Collection, Thrilling Multiplayer Features, and Much More!

Ricky Haggett and Richard Hogg, the brilliant minds behind Hollow Ponds, delve into the captivating world of Flock in an exclusive interview with Game Rant Discover their innovative creature collection mechanics and thrilling multiplayer features in this highly anticipated high-flying game

Flock, developed by Hollow Ponds, combines avian flight with peaceful creature collection. The game is set to be published by renowned publisher Annapurna Interactive, known for supporting indie developers. Annapurna and Hollow Ponds recently hosted a digital showcase event where they showcased a gameplay walkthrough of Flock, demonstrating its collaborative and exploratory features.

In a recent interview with Richard Hogg and Ricky Haggett, the art and creative directors of Flock, Game Rant discussed various aspects of the game such as creature collecting mechanics, number of companions, map size, and more. The following interview has been condensed for clarity.

Richard Hogg: I’m Richard Hogg, one of the creators of this game. Alongside Ricky, I've been involved in game development for more than fifteen years. We now have a team of other talented individuals working with us. I'll leave it to Ricky to explain what Flock is. By the way, my main role is in the art department.

Ricky Haggett: Hi, I'm Ricky Haggett, the design director at Hollow Ponds. I handle programming, game design, and creative direction for the team. Dick and I have different roles - I focus more on programming and systems while Dick takes care of the artistic side. However, we collaborate on design together with our team. Now, let me tell you about Flock. It's a game where you embark on a journey through the wilderness, riding on the back of a majestic bird. Your goal is to explore and discover various wild creatures to join your flock.

Hogg: Essentially, Flock is all about finding these creatures and forming your own squad with them. It's not just a multiplayer game, but can also be enjoyed in single-player mode, providing a fulfilling experience. Additionally, you have sheep to take care of, which are part of the wildlife in the game world. The overall vibe of Flock is tranquil and leisurely, allowing players to unwind and relax.

Unlike typical creature collectors that focus on combat, Flock offers a distinct approach to recruiting new creatures through various mechanics tied to the time of day, proximity, and song. What additional mechanics await players as they build their flocks?

Hogg: Yes, there is no combat involved. The primary method of collecting creatures is what we refer to as 'charming.' It's difficult to put into words, but it could be loosely compared to the mechanics seen in fishing games.

Haggett: It can be described as a type of minigame involving movement. As the creature moves, you are also free to move around, creating a sort of dance-like interaction. It requires finding a delicate balance between staying too close and drifting too far away. Searching for creatures is a crucial aspect. While some creatures are easily encountered and can be approached, identified, and charmed, others are hidden. Some creatures will attempt to flee, and you'll have to give chase. Some may require tracking. There are diverse methods of locating creatures within the game world.

Hogg: In addition to the main gameplay, there is also a fun identification stage that acts like a minigame. Here, you need to determine the specific family of the creature and make guesses on its identity. To assist you, there is a field guide that you can fill in as you progress, allowing you to identify creatures even if you haven't yet added them to your collection.

Aside from creature-related mechanics, the game also includes mechanics related to flying and navigating the world. We dedicated a lot of effort to ensure the flying experience in the game feels incredible. Personally, I find myself spending a significant amount of time simply enjoying the sensation of flying at high speeds. It's quite indescribable.

Haggett describes the experience as effortless and smooth. The bird can easily navigate through trees, obstacles, and even use ramps to gain height. It can take advantage of thermals to soar higher in the sky. There are various enjoyable methods for traversing the landscape.

Hogg explains that in the trailer, viewers may have noticed the presence of rings that provide a boost when flown through. By chaining these rings together, players can travel through the world in a dynamic and captivating manner. The experience is addictive.

Additionally, there are mechanics in place to facilitate communication in the game. When playing with other individuals, you may find the need to demonstrate or convey something, notify them of your whereabouts, or acquire information about their location. Flock takes place in a vast, expansive world where it is quite easy to become disoriented, so it is necessary to have tools that prevent the feeling of being overwhelmed. For this purpose, a map is provided with various tools and mechanics that allow players to mark specific locations. These markers can be utilized for personal benefit or to assist friends.

Q: During the presentation, it was mentioned that players could tame sheep and utilize their wool to create clothing. Are there any other creatures in the game that offer unique opportunities for interaction?

Haggett mentioned that while there are other wild creatures that engage in interesting behaviors in specific times or places, none of them compare to the uniqueness of sheep.

Hogg added that there is a specific type of wild creature with a distinct interaction, which will be unveiled later. This interaction plays a crucial role in advancing within the game. Currently, the details of this creature are being kept secret, and there are also other creatures that require players to embark on quests to locate them.

It's not a simple task. Most creatures require you to discover their habitats, disguises, and the time of day they appear. You need to be patient, observant, and follow clues in a specific way. Each quest part leads to the next, creating a more intricate series of tasks.

Haggett: Your flock primarily represents the type of creatures you prefer. As you unlock the ability to have more creatures in your flock, you can be selective about the specific types you want. In a previous version of the game, you had to possess very specific sets of creatures to complete tasks, but we have moved away from that. It is more akin to a costume or customization aspect.

Hogg: Observing individuals immerse themselves in the game has been captivating. It is intriguing to witness their emotional connections with particular creatures and their distinct personalities. Our intention was to ensure that players could fully enjoy their preferred creatures and not be burdened by concerns about their inventory. Consequently, we have evolved to a system that resembles selecting the attire you desire to wear.

Flock Interview: Discover Hollow Ponds' Fascinating Creature Collection, Thrilling Multiplayer Features, and Much More!

Q: Could you provide some additional information on the fable Golden Bewl mentioned in the game's Steam listing?

Hogg: Ah! So there happens to be a renowned Golden Bewl on the Steam listing! How intriguing. Unfortunately, we're unable to share any details about it. We'll have to maintain the mystery surrounding it. Perhaps it's a McGuffin, or maybe it holds great significance within the game. [Laughs] I'm unsure.

Q: What is the size of Flock's overworld and how is the map created?

Haggett: The overworld is entirely crafted by hand. It spans a few square kilometers, although it does not have a square shape. The landscape comprises both densely packed and intricate areas, as well as open and sparsely populated sections. Measuring its exact geographical size is not particularly informative. The terrain itself is undulating and intricate, featuring numerous hills and valleys.

Hogg: How many areas are there? The majority of the trailer we released showcases a grassland setting, reminiscent of a spacious prairie or steppe. This expansive central region is abundant with intricate hiding spots and crevices, while still maintaining an overall open atmosphere.

Additionally, the game features various other regions that offer the immersive experience of being within a dense forest. You can also stumble upon distinctive and secluded habitats, akin to charming little pockets.

Haggett: Traversing the map doesn't take much time. Within a few minutes, you can fly from one end to the other thanks to the speedy bird, although you may miss out on many things along the way.

Hogg: It's fascinating, isn't it? Consider this - we worked hard to achieve it, but hopefully, it gives the sense of a vast world where you can discover new things, even after playing for a long time. However, it's not excessively large. If your friend is far away and needs assistance, they can call out to you, providing a marker showing their location, and you can swiftly reach them. After all, you're riding a bird, and birds are adept at getting around.

Q: How many different creatures can players recruit to their flock?

Q: What is the maximum number of players that Flock can support at once?

Haggett: The number of players would depend on performance, but we haven't finalized that yet. It's hard to say at this point. I think that having more than eight players, or even eight players, might feel overwhelming and confusing. It could disrupt the experience and go against the game's vibe. It's not a massively multiplayer game. The real question is, how many players would be interested in flying and having a group chat together?

Hogg: I believe that eight would be a suitable number. Going any higher wouldn't be ideal. However, I'm unsure if that's technically possible. Personally, I think at least five players would be a good number to play with.

Q: What inspired the unique concept of having terrestrial or oceanic creatures in flight in Flock?

Hogg: As the creator of the game, I intentionally designed a diverse range of creatures. I wanted to provide a sense of familiarity with a surprising twist. For example, there is a creature resembling a dolphin, but it has the ability to fly and buries itself in the ground while sleeping. Additionally, there are insect-like creatures that defy traditional insect characteristics. I find these imaginative deviations from nature to be entertaining.

I find great enjoyment in the creative process of conceptualizing creatures in our game. It fascinates me that there is one particular creature that resembles a radish in appearance but moves akin to a tadpole. I genuinely hope that players can share in this enjoyment and find it amusing. In my opinion, if all the creatures were bizarre and alien-like, they might be less relatable. To strike a balance, we have also included a common creature in the game that strongly resembles a chicken. We have emphasized its chicken-like characteristics, while also introducing other intriguing and unconventional creatures. Ultimately, the aim is to create a game that not only incorporates my love for nature but also makes it enjoyable for players to engage with.

Haggett: It was enjoyable trying to determine the sounds that each of these creatures would produce. Most likely, you'll hear the creatures before actually seeing them, and each has its own distinct sound. It's fascinating to think about the individual sounds made by each creature, as well as the soundscape created by a whole family of them. Similarly to Dick's various inspirations from the animal kingdom, the audio in the game is a chaotic mix of insect sounds, monkeys, reptiles, birds, and many other things.

Hogg: Behaviors are also important. One thing I was particularly passionate about in this game, for reasons I can't explain, was capturing the image of seal colonies lazily sprawled out. They look quite foolish, just lying there. It's an easy concept to implement because they aren't actively running around in a pack, but it's also amusing and relatable. It's something that everyone recognizes from watching David Attenborough.

Flock Interview: Discover Hollow Ponds' Fascinating Creature Collection, Thrilling Multiplayer Features, and Much More!

Q: Is there any story to be discovered in Flock, or is the experience mostly left to self-interpretation?

Haggett: We had a story-oriented game with I Am Dead, featuring a complex narrative filled with extensive dialogue and descriptive elements. However, for Flock, we wanted to take a different approach. It is a game where you actively participate in the narrative as a shepherd, responsible for finding and cataloging various creatures.

Hogg: In Flock, you will interact with non-player characters who provide you with valuable information and insights.

Haggett: Yes, it was important to frame that material. While those characters do possess their own stories and ongoing experiences, the focus is not on them.

Q: Which games and other forms of media had an impact on the development of Flock?

Hogg: Our creation, Hohokum, was the catalyst for this game. Our aim was to capture a similar essence, although it is not a direct sequel. We wanted it to be a spiritual successor.

Haggett: Instead of being mechanically similar, we focused on creating a similar atmosphere. The concept for this game emerged during the lockdown period, when our interactions with people in real life were limited. Consequently, we spent a significant amount of time engaging in video game sessions together. We started a tradition where we would gather every Sunday for a few hours dedicated to playing games.

Hogg: We engaged in Roblox activities, where people create interesting environments and explore them together while chatting. It's a multiplayer experience that isn't competitive, but rather a collaborative venture. Our goal was to capture that unique feeling in a game.

Around that time, we also played a lot of Valheim. While Valheim does involve combat, it also offers the opportunity to explore a vast world with friends, allowing everyone to pursue their own activities. Personally, I enjoyed sailing alone in Valheim while the others were busy with smelting or other tasks. It was a chance to chat and share screenshots of the things I discovered. These types of experiences really resonated with me during the lockdown, serving as a lifeline.

Haggett: Can the real world be considered as a form of media? It served as a source of inspiration for me. Simply strolling around and observing the world.

Hogg: Definitely, especially when it comes to bird watching. I was really into birdwatching as a teenager, and even now as an adult, my interest in it fluctuates. This year, I decided to keep a record of every bird I've spotted, which adds an interesting dimension to the process of creating this game. It makes me wonder about my motivation and how I feel when I spot a bird I haven't seen in a while. So, these experiences hold great value for me.

Flock showcases a vibrant art style characterized by its smooth, rounded edges and absence of cell-shaded outlining. Could you share the process behind developing this aesthetic?

Hogg: [laughter] Creating the art style for this game has been a personal journey for me. My expertise lies in creating highly-stylized two-dimensional art. However, I Am Dead incorporates three-dimensional assets while maintaining a visually flat appearance. When working on I Am Dead, I was able to create concept art that closely resembled the in-game screenshots. At the time, I had no experience in 3D modeling and knew very little about working with Unreal Engine. As a result, I would create drawings, which were then converted into assets by other members of the art team.

In Flock, our intention was to create a more authentic experience by enhancing the realism of the game with improved lighting effects and implementing a day and night cycle. Our aim was to craft a more immersive world with a genuine sense of atmosphere. However, this posed a considerable challenge for me as I lacked the necessary artistic vocabulary to direct such elements. Consequently, I underwent a rapid learning process, collaborating with others to find the ideal solutions.

Additionally, amidst the COVID pandemic, I took it upon myself to acquire the skill of 3D modeling. This enabled me to produce numerous assets for the game while honing my ability to depict different time periods and atmospheric conditions. It proved to be an enjoyable experience as I delved into the realm of realism. The artistic style of the game evolved through a trial-and-error approach, primarily due to my lack of precise artistic terminology to convey my exact vision. Therefore, I relied on experimentation, assessing what felt right, and continually iterating on those foundations.

Haggett: You spent a lot of time attempting to manually paint the effect of sunlight streaming through the trees. We were only able to achieve that with the help of Unreal technology, but even then, it looked like a generic 3D Unreal creation. So, our challenge was to make it complement the models that Dick was working on. It was a lengthy process, but we gradually made progress towards it.

Hogg: There were three or four other individuals involved in this process, and it's interesting to note that I hadn't even heard of the job title "technical artist" until we started working on this game. Our exceptional technical artist amazes me with what they do. We've had numerous productive conversations about the desired level of realism and stylization. Collectively, we've managed to figure it out, and creating the latest trailer was truly fulfilling. I'm genuinely pleased with how the game appears, although there is a significant learning curve involved.

Hogg: In addition to what we've already discussed, it's important for our readers to know that this game can be enjoyed in single-player mode as well. I want to make sure that people understand that playing solo will provide a complete and fulfilling experience.

Haggett: And I think we’re covered!

[End]

Flock is currently in development for PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X|S.