Pioneering Perspectives: Unveiling the Director's Secrets on Game Design, Transforming Books into Digital Worlds, and Beyond

Pioneering Perspectives: Unveiling the Director's Secrets on Game Design, Transforming Books into Digital Worlds, and Beyond

Game Rant interviews The Invincible's game director, Marek Markuszewski, revealing the intricate process of adapting novels into video games and offering valuable insights into the world of game design

The Invincible, developed by Starward Industries, is a video game adaptation of the hard sci-fi novel of the same name. It follows the protagonist Yasna as she embarks on an exploration of the enigmatic planet Regis III, awakening without memory of how she arrived. With a release date set for November, players on PC, Xbox, and PlayStation can look forward to diving into this captivating setting soon.

In an interview with Game Rant, director Marek Markuszewski discusses the process behind creating a video game based on a novel, the challenges involved, and the measures taken by Starward Industries to maintain the authenticity of The Invincible's source material. This interview has been condensed for conciseness and clarity.

I'm Marek Markuszewski, the Game Director of The Invincible and CEO of Starward Industries. With a background as a producer on projects like Cyberpunk 2077 and The Witcher 3, I bring a wealth of experience to the table. Racing against the clock, I'm currently exploring the depths of black holes and pushing the limits of knowledge as we prepare to launch our inaugural game.

Pioneering Perspectives: Unveiling the Director's Secrets on Game Design, Transforming Books into Digital Worlds, and Beyond

Q: The game is based on Stanisław Lem’s book of the same title. Can you tell me how you first got introduced to his novel?

Since my high school days, I have been acquainted with Stanisław Lem's work. However, it was by sheer coincidence that I came across "The Invincible". During a conversation about books at work, Lem's work was mentioned, with a particular focus on the significant moral dilemmas it addresses. I devoured the novel in just two evenings, and immediately recognized the enduring relevance of the themes Lem explores, which coincided perfectly with the concept for a video game I had long desired to develop. Therefore, "The Invincible" serves as excellent source material for a video game due to its captivating qualities.

A: Apart from the novel, were there any other sources of inspiration for The Invincible, particularly in terms of its distinct atompunk aesthetic?

A: Our Art Director, Wojciech Ostrycharz, drew inspiration from 1950s retrofuturistic designs, including illustrations and book covers by Chris Foss, to create a unique art style for the game. From the very start of the project, we have been committed to maintaining a painterly quality and a lightness that reflects the retrofuturistic theme.

A: In order to integrate the game production plan with a literary analysis, we carefully assessed the constraints and potentials presented by the game medium. Initially, we identified the essential components of the narrative and emphasized the significance of the player's role within the game world. This initial phase marked the first crucial step. As we progressed, we diligently endeavored to establish a cohesive vision and embrace the essence of Lem's work.

Pioneering Perspectives: Unveiling the Director's Secrets on Game Design, Transforming Books into Digital Worlds, and Beyond

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Q: When translating novels into games, it is important to acknowledge that it is not a straightforward process. Were there any aspects of the novel that you wanted to incorporate but couldn't due to the inherent differences between literature and game design?

A: In the book, the narrator played a crucial role in stimulating the imagination, allowing us to delve into the inner thoughts of the characters. The heroes were specifically defined, each representing distinct worldviews. In the game, we prioritize an extensive dialogue system, which meant sacrificing some of the unique traits and reactions of the characters in order to give players the freedom to make their own choices.

A: In our game, we aim to strike a balance between incorporating elements from The Invincible book and developing new mechanics. As a narrative adventure, our focus is on actively engaging players in the story and discovering the mysteries of Regis III. As a result, gameplay elements are intricately connected to the plot, sometimes mirroring those described in the book. Without giving too much away, I can confirm that the game will showcase the presence of the cyclops mentioned by Lem, as well as atomic bombs.

In our game, we have introduced innovative technologies and mechanics that were not present in the original book. One example is the inclusion of robot assistance to aid players in their quest of discovering clues.

Regis III is an enigmatic, haunting desert planet that exudes an eerie atmosphere. As players embark on their journey, they will unravel the mysteries of this barren landscape and gain insight into the scientific phenomena that have intrigued them.

A: Players will navigate and engage with the world during their journey in various ways. They can traverse the planet using a rover, interact with robots, descend via zip lines, or even crawl through tunnels. These are just a few instances, as there are additional methods available.

How does the world and its technologies contribute to maintaining The Invincible's hard sci-fi essence?

Our world is intricately designed with atompunk gadgets, fueled by atomic propulsion, which means technology operates without digitalization. Additionally, deductions regarding scientific occurrences rely solely on existing scientific understanding.

Q: What obstacles did your team encounter when adapting the novel and creating the game?

A: Defining and interpreting the reality presented by Lem was a significant challenge due to the novel's open-ended nature. Additionally, we aimed to faithfully convey his philosophical concepts within the game, ensuring they would be easily understood and relatable to players.

Pioneering Perspectives: Unveiling the Director's Secrets on Game Design, Transforming Books into Digital Worlds, and Beyond

Q: What do you hope players will take away from The Invincible after playing it?

A: Something I am particularly proud of in The Invincible is the story we have presented. I hope it will encourage contemplation on the essence of humanity, our role in the cosmos, the qualities that define our humanity, and the ethical dilemma of presuming familiarity and entitlement in any environment—be it on Earth or in outer space.

Q: Before we conclude, let's have some fun: How many times have you read the novel on which The Invincible is based, and can you recite it accurately from memory?

A: Honestly? I've actually read it from beginning to end multiple times. Although, I do tend to go back to certain sections quite frequently. I've lost count of how many times I've done that. Oh, and apparently I even recite it in my sleep, according to my wife.

Q: Is there anything else you'd like to add that we haven't discussed yet?

A: I invite everyone to follow our social media, read Lem's works, and, of course, purchase the game. We hope that we have created a world and adventure that will take you to the cosmos.

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The Invincible is slated for release November 6, 2023 on PC, PlayStation 5, Xbox Series S, and Xbox Series X.