LiteBytes: Digestible lessons from the making of Desktop Explorer

"We had to be a lot more serious about respecting the limitations we would set for ourselves as we wrapped up development."

LiteBytes: Digestible lessons from the making of Desktop Explorer
Image via Recurring Dream

Hello and welcome to LiteBytes, a new regular interview series exclusively for paid Vertical Slice subscribers. In recent years, I've so often heard that constraints breed creativity. To put that theory to the test, I've concocted a new Q&A format that implores developers to answer eight questions about the art and craft of video game production, each in 150 words or less. 

Failure to comply will result in eternal mockery.

Jumping into the hot seat this week is Rodolfo Hernandez, co-studio head at Recurring Dream. The indie outfit's latest title, Desktop Explorer, was just nominated twice at the upcoming DevGamm Awards and tasks players with rifling through an ancient computer OS to unravel a terribly spooky mystery. Intriguing, no? Let's dig into it.

Vertical Slice: Give us the elevator pitch!

Rodolfo Hernandez: Desktop Explorer is a puzzle/narrative game where you investigate your uncle’s '90s PC to try and continue his search for a missing person, as his dementia has rendered him unable to do so. Quickly after booting the computer up, you find his journal entries and a mysterious software by the name of 'Desktop Explorer,' presenting you with puzzles that can only be solved by using the computer’s systems in creative ways. The more puzzles you solve, the more files and new software you’ll find, slowly getting to know the three previous users within the computer. 

Desktop Explorer seems to have gathered a lot of information about the previous users through their interactions with the PC. What will it figure out about you? 

What was the bravest decision you made on the project?

Taking the computer simulation to its extreme, designing systems on top of systems to accurately recreate a desktop computer environment. The file system is completely functional with folders, many different file types and saving your own files. It is designed so that your own notetaking can be stored in-game, and familiarizing yourself with the game’s simulated software is the intended experience as most of the game’s puzzles are solved using the computer creatively. From screensavers to source code hunting, everything in the computer can be a puzzle mechanic. 

This, of course, carries the risk of overwhelming the player with choices and possibly obscuring the way to progress through the game. Very careful thought was put into the game to set players on the right path without being handholdy. 

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