Expedition 33 game designer Games shouldn't be perfect otherwise they become boring

Expedition 33 game designer Games shouldn't be perfect,otherwise they become boring

The turn based role playing game Clair Obscur Expedition 33 has earned critical acclaim and achieved a massive commercial milestone, reaching 8,000,000 copies in sales in the year following its release. Despite securing numerous industry awards, the title has also attracted criticism from players regarding some of its unconventional systems. Rather than viewing this feedback as a negative, the creators of the game argue that these rough edges are precisely what make the experience memorable.

Guillaume Broche, a prominent game designer and writer at Sandfall Interactive, recently shared his perspective on the value of imperfection in game design. In an interview discussing the development of the hit RPG, Broche explained that slight narrative inconsistencies and unpolished gameplay elements often provide a unique personality that highly polished projects lack. He referenced classic titles like Devil May Cry, pointing to campy dialogue such as the famous line where Dante exclaims that he was meant to be the person to fill a dark soul with light, as an example of endearing imperfection.

I think these imperfect games are highly charming. You see their flaws and think, yes, it is garbage, but I do not care. It is part of the character, what makes it stand out. It is an imperfect game. Perfect games are boring anyway.

Broche compared the state of modern video games to human nature, suggesting that attempts to eliminate every single flaw result in a loss of identity. He argues that both software and people become far more interesting when they embrace their unconventional traits.

Games that try to be perfect, that try to fix every single flaw, actually end up being boring. It is the same as with people. People who try to be perfect are boring because they lack personality. But those who embrace their slightly strange side end up being interesting.

This design philosophy directly influenced the development of Clair Obscur Expedition 33. The team at Sandfall Interactive deliberately chose not to polish away certain frustrating elements, such as highly demanding mini games, believing that the resulting struggle would leave a lasting impression on the community.

We knew what we were doing when we designed the mini games. They were supposed to be frustrating, to make people lose their minds while playing, and that is part of the fun. We thought it would be amusing. They are imperfect, but who cares? We kept them regardless.

The core combat of the game also represents a major gamble that drew skepticism before launch. The developers decided to combine traditional turn based tactical combat with active, real time parry and dodge mechanics. While industry observers warned that this combination of genres might alienate players, Broche notes that taking these creative risks was essential to the identity of the project.

Clair Obscur is full of design decisions that are imperfect. Before release, we heard a lot of feedback that we were creating a game that nobody would like because of the combination of evasion and parry mechanics with turn based gameplay.

The resulting commercial success, demonstrated by the 8,000,000 milestone, suggests that players are willing to accept mechanical friction in exchange for a game with a distinct and memorable creative voice.

About the author

Majid T.
Owner of Technetbook | 10+ Years of Expertise in Technology | Seasoned Writer, Designer, and Programmer | Specialist in In-Depth Tech Reviews and Industry Insights | Passionate about Driving Innovation and Educating the Tech Community Technetbook

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