GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
11 MIN READ TIME

Q&A: NICOLAS DOUCET

Astro’s Playroom is effectively a welcome mat for all new PS5 owners. That’s an awful lot of pressure…

It’s pressure, but it’s a massive privilege, you know? And if we weigh the two, I would say that the privilege outweighs the pressure. Although like any game, throughout the whole production you’re full of doubts: how are people gonna react to this, to that. There’s a lot of things we have to consider, because there are so many aspects to the game – what experience do we decide to have with the DualSense, how far do we go with the heritage of PlayStation? But it’s also stuff like difficulty, for example. It’s not like you want to put up walls. As much as possible, we want everybody to try all of these instances of DualSense gameplay. So even though we’re building a classic game, we can’t make it too hard. And because it’s a pre-installed game, this kind of day-one experience is going to have a different meaning over time: one, two, three, four years into the future, when people purchase a PlayStation 5 for the first time, it will be that day-one experience but for a different audience. So we also have to consider that. It’s actually a fascinating process to go through.

“AND SO WE TAKE THOSE PROTOTYPES, WE REALLY TRY TO EXTRACT THE GAME EXPERIENCE OUT OF THEM, WE FEED THAT BACK INTO THE LOOP”

When did you get started? Can you tell us about the process of developing ideas for the DualSense before it existed in its finished form?

We were in the final phase of making Astro Bot: Rescue Mission for PSVR, around the summer of 2018. At that point, we had already got our hands on prototypes of the DualSense. So early 2018 we started prototyping quite heavily, with just a couple of people on the side, but trying lots of things. And the process is that we work closely with the mechanical engineering team in Japan. And so they give us these prototypes to have the technology, but not necessarily any use cases. They have a good hunch, in fact, for what might be good in games, but they’re electronics engineers, not game programmers. And so we take those prototypes, we really try to extract the game experience out of them, we feed that back into the loop, and that helps them actually make the next decision on how to improve those features. So we have this cycle. And so, around that time in early 2018, we had about 80 tech demos. And these tech demos could be really simple. One was like a firstperson shooting range – so you’d have a pistol, machine gun, shotgun, bow and arrow to test the adaptive trigger. A weather demo just cycled through wind, rain, hail, sandstorm. You feel Astro’s steps throughout the whole Playroom experience, but at the beginning, it was just a 2D demo with a character walking through strips of different surfaces. The easiest thing would have been to make a collection of minigames. That’s usually the straightforward thing, because everything is so disconnected. And we weren’t asked or ordered to do this, but that’s when we said, ‘Okay, let’s use Astro like a magnet for all of these tech demos and try to make something cohesive out of it – like a short platformer, where the journey through the levels could be a string of experiences.’ I’m not sure if to the user’s eyes it’s invisible, or if they feel like it’s stitched together – you know, tech demo A, B, C, D, E. But that’s the approach we took to build it. And, as much as possible, to iron over the top to make it feel smooth and continuous.

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 750+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
January 2021
VIEW IN STORE

Other Articles in this Issue


EDGE
Windmill, windmill, for the land. Is everybody in?
Is it just us, or does it really,
CHILLOUT GAMES
https://www.chillooutgames.co.uk/Sell
Doom Eternal
A progress report on the games we just can’t quit
Knowledge
Left turn
One Edge cover and a pandemic later, Playdate winds up for launch
SHADOW THEATRE
Ewoud van der Werf’s nostalgic shadow-puzzle-platformer wows with an abstract take on the modern cityscape
PCSPECIALIST
COBALT PRO
https://www.pcspecialist.co.uk
Soundbytes
Game commentary in snack-sized mouthfuls
EDGE
THIS MONTH ON EDGE
When we weren’t doing everything else, we were thinking about stuff like this
Death end re;Quest 2
https://www.deathrequest2.iffysequrope.com
Subscriptions
https://www.magazinesdirect.com/edgxmas20
Dispatches
JANUARY
Dialogue Send your views, using ‘Dialogue’ as the subject
Trigger Happy
Shoot first, ask questions later
ON SALE NOW!
https://www.magazinesdirect.com/t3-magazine
Unreliable Narrator
Exploring stories in games and the art of telling tales
Xsolla
https://www.business@xsolla.com
Hype
Some assembly required
NYU Game Center director Frank Lantz once suggested
LITTLE DEVIL INSIDE
Imagination comes to life in this minimal RPG
FORZA POLPO
PS1 meets SNES in an airy J-pop platformer
STARSTRUCK: HANDS OF TIME
Give this genre-hopping musical delight a big hand
LAKE
Getting away from it all in small-town ‘80s Oregon
MELON JOURNEY 2
Froach Club knows how to get into your melon
SCAVENGERS
Midwinter’s co-op survival shooter emerges from the storm
ROUND-UP
CALL OF THE SEA Developer Out Of The
CHILLOUT GAMES
https://www.chilloutgames.co.uk/shell
SUBSCRIBE TO EDGE
https://www.magazinesdirect.com/edg
Features
POWERPLAY
Sony’s new console makes a bold statement in the battle for our living rooms: innovation over iteration
Q&A: JIM RYAN
Jim Ryan, president and CEO, SIE You’re coming
Q&A: BRIAN HORTON & MIKE FITZGERALD
Brian Horton, creative director, Insomniac Games Mike Fitzgerald,
ULTIMATE RIVALS
https://www.ultimaterivals.com/future
COMFORTABLY NUMB
Games understand the human experience of boredom as well as any psychologist
THE MAKING OF... PLANET ZOO
How Frontier created the best animals in the business, without letting production run wild
JACKBOX GAMES
Inside the house that Jack built
Call Of Duty: Black Ops II
Treyarch’s unexpectedly experimental shooter still surprises and discomforts, though not always intentionally
pocketmags
Play
STILL PLAYING
13 Sentinels: Aegis Rim PS4 We hear you.
So fresh, so clean
The ninth console generation is finally upon us.
Assassin’s Creed Valhalla
U bisoft’s open-world model was made for Vikings.
Post Script
How Assassin’s Creed is rediscovering its killer instinct
Yakuza: Like A Dragon
K iryu who? It says much for the
Post Script
What other open-world games can learn from Yakuza’s approach to side stories
THE ESSENTIAL MAGAZINE FOR PLAYSTATION OWNERS
http://bit.ly/officialplaystation
Marvel’s Spider-Man: Miles Morales
W ith Peter Parker taking a much-needed break
Post Script
Do expansions like Miles Morales represent the shape of things to come?
THE BEST PC GAMES MAGAZINE ON THE PLANET !
https://www.magazinesdirect.com
Demon’s Souls
FromSoftware didn’t invent the concept of New Game+,
Astro’s Playroom
The next generation of PlayStation is finally here,
Call Of Duty: Black Ops Cold War
W hat’s the difference between the special operators
The Pathless
We dart through a thicket of trees and
Bugsnax
T here’s something profoundly strange about setting foot
Watch Dogs: Legion
An optional permadeath mode can make you surprisingly
Fuser
Levelling yields currency which you can spend on
The Falconeer
The action plays out at 120 glorious frames
Sackboy: A Big Adventure
Sackboy isn’t much of a talker, so it’s
PERFECT GIFT
https://www.magazinesdirect.com
Discover great guides & Specials
https://www.magazinesdirect.com
Chat
X
Pocketmags Support