For game designers, Blando Games’ skin deep It may look like a contradiction. The game is set in a Nirala offbeat universe, such as what kind of type Quadrilateral cowboy And 30 flights of love. It is also a “emergent sim” game, a system-powered style that is clearly defined by the actionable reason-and the effect. Notable Emarsiv SIM games like rejected And Deus ex Sometimes they won the players by giving them supernatural capabilities, but those abilities are often considered based on some understanding of how they fight the reality, which makes it easier to understand-and the effect of saying this-and the impact loop makes it easier to understand the loop, the mind to control a guard and to fight it instead of fighting it.
World, environment and objects skin deep There is not always the same relationship with reality. In a world where cats ‘pilot spaceships and players play the role of a “insurance commando,” deodorant, pepper grinder and soap boxes, the main pieces of players’ toolkit, and are often there More Valuated compared to traditional weapons such as guns and grenades. Each object is capable of setting up a rub-Goldberg series of reactions that can either exclude a guard or the player may blow into space from a window (which is right, they have a third lung).
How do developers like skin deep Creative director Bendon Chung and Katha lead Laid Laura Michael keep that chaos in the check? And how do they do it in such a way that the player understands the reason for the world around them? According to him, all this begins with in-game elements such as warning labels on objects, and scales the “event logs” required for players and designers.
Skin Deep wants players to read the warning label
Suppose a player needs to free a key from the space pirate skin deepLike another immersive sim Dishonesty, They can leave them from above and kill them, pick him up, or perhaps another guard can copy and ask him to hand over the key.
In skin deep, They can throw a strip of soap on the guard, then a box of powder deodorant, then a light light, set them on fire, they swing them on slippery ground. The problem is solved, isn’t it?
Probably not. If the explosion blows a fuel line at the wrong place at the wrong time, it could launch a basketball on the player’s head. Or if any other guard heard the noise and slipped on the banana peel on the way to check, they could trigger a fighter alarm. Now there is a flying robot that has a blade for nasal hunting and you are starting to understand how things are found liiiiiiitle This is how out of hand on a game.
Chung laughed when I described such a landscape in our call – a space that ended with the head of a pirate, which was burnt in “lost and found”. He and Michael said that in the game skin deepHelping players to understand the systems that begin with a warning labeled with good old -fashioned labels, the events inspired by the systems begin … the way many ignore in real life.
Most of the game items have some kind of warning label that can be seen holding the “shift” key or controller button. For example, the deodorant box, clearly warning to exclude their flammability. It is a quick way that he did not see “Cartoon Logic” in other sports in style.
These are unusual for label immersive sim style, which usually puts players in the roles of detectives and killers in hostile environment. Players are usually introduced briefly for separate game systems and then expected to discover other interactions on their own. skin deepThe labels of K also do not necessarily “realistic”, often take highly physical space on the object in question, again get close to the cartoon logic on the real -world logic.

Image via Blendo Games/Annapurna Interactive.
“We want to forgive a lot,” Chung said, referring to innumerable conversations, the goal of Blendo was to find the results of their actions more “more interesting than painful”. For example, the play player’s character cuts the risk of explosive disintegration from breathing in outer space. If they are blowing out of a window, the guards will probably think they are dead, while they are surrounded by an airlock.
Chung said that such “Loni Tunes” -Style Thinking helped the Blando team designing numerous conversations, as it shows that players are more familiar with cartoon cartoon logic as much as you can think. “People understand how things work with exaggerated physics,” he said.
But before you expect the players to embrace the complete ethos of Accme Corporation, keep in mind that you have got to keep the Rub-Goldberg machine in the check.
“The game was very chaotic for a while”
Chain reaction and real settings skin deep There can be a lot to move in, and according to Michael, the biggest challenge to finish the game was that for some time, it was just “very chaotic”.
“Everything is systemic,” said Chung. “An issue that we had for some time, when anything happened, caused a rub-coordberg chain reaction of events (take place), and then the chain reaction lasted so long that at the end of the series, it was completely incomprehensible.”
Players can toss one object after one room and minutes after minutes, one can find a dead guard to a guard in another room, with zero reference to their untimely demise.
In a way it was ruled, it was very clear through “signaposting”. When the players knock a guard, the game freeze-frames freeze-frames to show the accurate object interaction that disables them. Toss a lighter on a leaked fuel vent, and when the guard goes down, the game accumulates, the letterbox pop up, and they will see the arrow pointing to both lighters and vents. If they shoot a guard and a bullet inside them, it will only label the pill.
Subsequently, the Blendo team cooked a “event log”, which set a long record of leading interactions for that freeze-frame moment. There are two versions of that login skin deepOne player is visible, and one is kept invisible for all but developers. The visible can be seen completely while stopping the game, but a small record of recent events is pop up in the player’s point of view as they navigate the space. It is useful for more subtle interactions, such as if a player leaves Cain, and a guard hears noise, but the player does not hear the bark playing due to another audio Q.

Image via Blendo Games/Annapurna Interactive.
Meanwhile, the second version of the log is reserved for Chung, Michael and allies. There is an intense number of subtle interactions, which the player does not need to know, but the blendo team will be for bugfixing. Michael said the events shown in the simplified log were filtered after studying what was “action worthy” for the player.
In the end – sometimes you have to tell your game “Hey, party over.” The Blendo team had to score a cutoff points to negotiate the events after running long before the point of relevance.
After all, the talk skin deep Close-coastar fights on volatile spaceships are not to fully simulate-this is to fulfill the imagination of the players “being a disappointed expert, who is a lot of friends at work, which he realizes that he realizes, which he realizes,” details of Michael. “
And once you learn to hug the chaos of the player skin deepThey will start living that fantasy themselves. As Michael said, “I think as soon as people come more confidently and run through the first doubles levels that keep them on the ship in various mechanics, they will start realizing how crazy they can go and how easily it can be away with really foolish in this game.”