Set in the 1950’s, the latest indie title from Lowbirth Game, This Bed We Made, depicts the daily life of Sophie, a maid who tends to guests' rooms. As she goes about her duties, she discovers clues and attempts to unravel the mysteries surrounding the enigmatic and dangerous visitors of the hotel. If you're intrigued by the secrets of the Clarington Hotel, you can now play the demo on Steam and add the game to your wishlist for its future release on PC.
Game Rant recently had the opportunity to interview Sai Afzal, the narrative writer and marketing director of This Bed We Made. During the interview, Afzal shared insights about the extensive research that influenced the game's design and the human fascination with voyeurism. Please note that this interview has been edited for brevity and clarity.
Q: Please introduce yourself and explain your role in This Bed We Made.
Sai Afzal: Hello! My name is Sai and I am the digital marketing coordinator for Lowbirth Games. Additionally, I serve as one of the narrative writers for This Bed We Made. In terms of marketing, my responsibilities include managing our social media platforms, engaging with the community both online and offline, consistently creating and sharing memes, and writing blog posts. On the writing side, I have contributed to the dialogue, character profiles, object descriptions, and UI text. I have also collaborated with the voice acting cast for This Bed We Made. It is truly a privilege to be able to earn a living by fostering creativity and producing meaningful art, and yes, that includes making memes.
Q: What is the origin story of This Bed We Made? How has it changed over its development cycle to get to where it is today?
The founders of Lowbirth Games - Chloe, Raphaelle, and Olivier - are a family trio who have been creating games together since they were children. After completing their college programs, they decided to turn their passion into a business and embarked on the project now known as This Bed We Made. The inspiration for this game partially stemmed from their experience working at hotels.
As the studio evolved, so did the team. What began with the three founders expanded to include around 15 members, along with numerous contractors, mentors, and friends who all contributed to the project. Consequently, the game itself also underwent significant growth. Initially, This Bed We Made was planned to take place solely on one floor of the Clarington Hotel, featuring only one character, Sophie. However, over the years, the game's setting, character roster, and gameplay have all expanded and deepened. Like any creative endeavor, it developed a life of its own. However, one constant throughout the journey is the unwavering dedication and love that has been poured into the game, now by a larger group of individuals.
Q: What themes and/or mechanics does This Bed We Made draw upon to evoke the classic noir-style mystery theme? Were there any other depictions in other media that served as inspiration?
A: The theme of voyeurism is a significant element that is portrayed both through the text and the mechanics of the game. Our intention was to explore the innate desire we all possess to be privy to information, to uncover mysteries, and to uncover hidden aspects of people that are typically concealed from us.
Sophie, a maid with a unique skillset, discreetly gathers secret messages, investigates guests' belongings, and deciphers clues to intimately understand her subjects. She must rely on the resources of the hotel, her friends' assistance, and her own instincts to solve the mystery, setting her apart from the traditional hard-boiled detectives often found in noir fiction.
Drawing inspiration from Alfred Hitchcock's films, the game sets an atmospheric tone and builds tension. The pacing and style of gameplay are influenced by Life is Strange, while the mechanics of uncovering clues and conducting investigations are inspired by L.A. Noire.
Q: I thoroughly enjoyed reading the blog posts on your website! The post about Valentine's cards caught my attention. Can you provide more insight into your research process and how it influenced your game design?
A: Thank you for your kind words! I have previously written for publications that had strict guidelines on content, so having the freedom to write for the Lowbirth blog has been an exciting experience!
This Bed We Made is set in the 1950s, requiring extensive research to accurately recreate the visuals and atmosphere of that era. As a writer, research is a vital part of the job, but the real challenge lies in determining what elements to integrate and what to omit in order to strike a balance.
While historical accuracy is crucial for an immersive experience, we also want players to have fun. Therefore, we explore themes and characters that modern players can relate to. This sometimes calls for minor adjustments to the details, allowing us to tell the story we want while still capturing the essence and ambiance of the time period.
Regarding the blog post you mentioned on crafting an unconventional Valentine's Day card reminiscent of the unhinged style from the 1950s, it evoked a significant moment akin to an Aluminum Christmas Tree, as aptly described by TVTropes. Recognizing that the cultural sensitivities of that era were far from ideal, the blatant presence of racism, misogyny, and violence in Valentine's Day cards was astonishing. Exploring this intriguing topic opened up a captivating rabbit hole, particularly for those seeking an unsettling source of inspiration.
Applying insights garnered from this research, how have these findings influenced the creation of authentic assets and character designs that accurately capture the essence of the era in which the game is set?
Our highly skilled art team has dedicated extensive effort to breathe life into the world of This Bed We Made! Extensive research and attention to detail have gone into creating an authentic setting, from the intricacies of the hotel's design to the characters' fashion choices and the visual appeal of the various examine-able objects in the game. Throughout the process, we have amassed a vast collection of references and visual aids, and in times of uncertainty, we have sought the valuable input of our elderly relatives for a fresh perspective.
A: It's important to understand that Sophie, as well as the player, plays dual roles in the game: detective and maid. Both roles are essential in uncovering the larger story within the Clarington. While Sophie is still on duty and responsible for cleaning the rooms, this presents the perfect opportunity to search through the belongings of the room's occupants. Tasks such as emptying garbage cans, picking up scattered items, and making beds can potentially reveal hidden clues and surprises.
Simultaneously, you will contemplate whether you should clean this room and reveal your presence. You might ponder if assisting this individual by disposing of incriminating evidence is appropriate, or if refraining from tampering with potential proof is wiser. Should you neglect your duties to maintain secrecy, knowing that Sophie's job performance is your responsibility? It is indeed a delicate balancing act!
Regarding the puzzles, I will not reveal too much. In the demo, the main puzzle involved cracking the safe code in one of the hotel's rooms using the guest's personal belongings to decipher the numbers. There will be more puzzles of that nature: additional secrets to unravel, more clues to piece together - perhaps quite literally. Sophie will undoubtedly have her hands full.
There is a distinct element of voyeurism and fascination with the lives of strangers present in this game. What drives this general interest in other people's lives? And how does this game satisfy that curiosity for players?
The underlying reason can be traced back to a fundamental longing for connection that exists within all of us. Our media landscape, whether consciously acknowledged or not, revolves around this innate desire for voyeuristic experiences. Be it reality TV showcasing the personal lives and workplaces of individuals, or social media influencers sharing intimate details of their relationships, these platforms cater to our craving for connection. They create a sense of personal attachment, making these parasocial relationships both thrilling and fulfilling due to the sense of connection they foster.
The underlying reason is our curiosity, which is absolutely normal! Video games provide a perfect platform for satisfying this curiosity as no real individuals have their privacy invaded. Being curious can be completely innocent, as even during childhood, there was always an allure to visiting a friend's house and observing their unique habits and lifestyle, contrasting it with our own. Since every person's human experience varies significantly, there is a thrilling aspect in temporarily stepping into someone else's shoes and seeing the world from a different perspective.
I believe Sophie experiences both aspects of this curiosity. Her own life may not be the most thrilling, yet she endlessly finds herself fascinated by individuals who lead extraordinary lives. Simultaneously, as she involves herself in their stories, she starts discovering more about herself and her loved ones. Hopefully, players will have a similar experience immersing themselves in Sophie's narrative.
Q: In what ways does Sophie benefit from interacting with either Beth or Andrew when it comes to deciphering clues? How does seeking advice from one of them impact the amount of information players can uncover?
Beth's experiences have allowed her to explore various parts of the world, interact with many interesting individuals, and gain street smarts. On the other hand, Andrew possesses extensive knowledge in literature, history, and logic from his voracious reading. Both of them possess unique abilities that contribute to Sophie's quest, but depending on who you converse with, you will uncover distinct details and interpretations of the individuals you are investigating.
Additionally, Beth and Andrew have their own compelling personal stories waiting to be discovered. Players should consider who they are interested in connecting with on a deeper level and the skills they bring to the investigation. We hope that people will replay the game to fully enjoy both characters!
What were the main obstacles you and your team faced during the journey? How did you overcome them? This Bed We Made is our studio's debut game, so naturally, we experienced typical challenges associated with being beginners. We had to manage our enthusiasm and abundance of ideas and narrow down our focus to what was achievable. Another hurdle was establishing an efficient workflow for the team. Additionally, we experimented with different marketing strategies and learned from the ones that were successful. In terms of resolution, sometimes the only path to success is to persevere.
Q: What is the game feature you're enthusiastic about and eager to showcase to players?
As a writer, I'm incredibly excited to witness players fully immerse themselves in the story, engage with each character, explore the various dialogue options, and uncover hidden surprises. The release of the game's demo has already sparked intense reactions among players, with passionate speculations about the plot, allegiance to specific characters, and exciting discoveries of hidden gems we sneaked in.
It has already been an absolute blast, and I am eagerly anticipating the reception of the complete set of characters and their captivating storylines from beginning to end. Monitoring the community's response throughout this process has greatly influenced my work as a writer, as it's invaluable to understand what resonates deeply with people. I'm eagerly awaiting the fan art, memes, and conversations that will inevitably arise once the full game is available!
Furthermore, the voiceover performances in the game are truly exceptional! The immense skills possessed by our outstanding (and highly acclaimed) voice actors, combined with the extensive efforts put into refining and enhancing every single recording, truly breathe life into the characters and their narratives. Specific moments within the game never fail to send chills down my spine each time I experience them.
It was a great honor and a delightful experience to receive awards for the demo of This Bed We Made in 2021 and 2022! The recognition was truly special, and it even fulfilled one of my longtime dreams of holding a giant check. The feeling is incredible, holding it in both hands makes you feel both empowered and small at the same time, like a scene from Alice in Wonderland or Gulliver's Travels.
We were honored to receive two awards at Montreal's MEGAMIGS 2022: Best Actor's Performance and Emergent Talent's Favorite. Additionally, we were nominated in the Best Audio & Music and Social Impact categories. The recognition bestowed upon us is a true testament to the dedication and hard work of our voice cast, creative director, and sound team, who have tirelessly worked to ensure an immersive gaming experience.
The reception we have received overall has been overwhelmingly positive. Last year, we debuted the first playable demo of our game at Gamescom in Germany, and the response from everyone was incredibly kind and enthusiastic. It was a successful and encouraging introduction into the gaming community.
I thought to myself, "Well, surely no one would openly admit to hating the game in person, but once we're on the internet, it'll be a different story!" However, to my surprise, that hasn't been the case for the most part. People have been incredibly kind overall! It's an incredibly gratifying feeling to know that our creation is resonating with the exact audience we were aiming for. It's actually a bit disappointing, to be honest. I expected that as a community manager, I would have had to engage in some arguments by now. But I guess I spoke too soon, and I'll probably regret saying that!
Now, before we wrap things up, here's a fun question: In a game called "This Bed We Made," how many beds are there in the game, and how many can you actually make?
A: Wow, I can't think of a more enticing tidbit. This information is truly exclusive to the inner circle. Details about the beds are considered highly confidential and are safeguarded by stringent NDAs. They are the heart of the entire game, the core essence. They are the main attraction, so to speak. To uncover their secrets, you will have to engage in gameplay! How's that for a captivating teaser?
Q: Is there any additional information you would like to disclose that we haven't covered yet?
A: Lowbirth Games is a company led by women, with a team that includes women, queer individuals, and allies. We take pride in creating games centered around unique characters that reflect our own experiences, and in sharing the stories of those who are often overlooked. We hope you enjoy playing This Bed We Made and find something in it that resonates with you.
As for me, bed-making is definitely not the element that stands out. I've probably made the bed in room 505 more times in the past year than my own bed. But hey, video games are all about indulging in unrealistic power fantasies, right?
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This Bed We Made is slated for release on PC sometime in 2023.