Lies of P: A Unique Single-Player Souls-Like Game

Lies of P, a single-player Souls-like game by Neowiz and Round8 Studio, creatively draws from the public domain story of Pinocchio, set in the Belle Époque era, aiming to diversify Neowizs gaming portfolio.

In the world of gaming, Lies of P represents a bold departure for both its publisher, Neowiz, and its developer, Round8 Studio. As a AAA single-player Souls-like game, it ventures into uncharted territory, pushing creative boundaries. In an exclusive conversation with GamesIndustry.biz, key executives from Round8 Studio and its parent company elaborate on the game's unique origins and the challenges they faced in its development.

Why Pinocchio and the Public Domain?

Game director Jiwon Choi sheds light on their choice to base Lies of P on the classic tale of Pinocchio, which resides in the public domain. He explains that while well-known properties can be enticing, they come with the responsibility of respecting the source material. However, they also wanted to infuse their distinctive twist into the story to harmonize with the game's universe. Choi emphasizes the advantage of having existing source material, which provides a solid foundation for developing the main storyline, characters, and their relationships. This allowed them to delve into deeper discussions about how to seamlessly integrate the original narrative into Lies of P.

Choosing the Belle Époque Era

Choi further reveals their inspiration for the game's setting, the Belle Époque era, spanning from 1880 to 1914 in Europe. This period was chosen for its significant advancements in science and technology, as well as its relative rarity as a game setting. Choi explains that their decision was influenced by the fact that their main story originated from an Italian fable. They conducted extensive research on various European architectural styles, ultimately settling on the Belle Époque era. This era perfectly encapsulated the transformation of a city from opulence to ruin, a central theme in Lies of P. The team drew from their collective travels across Europe to imbue the game with authentic influences from the continent.

More Than a Public Domain Story and Setting

Round8's Head of Studio, Jason Park, emphasizes that Lies of P was not merely about finding a public domain story and a suitable setting. The game's development involved approximately a year of meticulous research on the target market, genre preferences, and overall strategies. They even explored the possibility of incorporating open-world or multiplayer features, which were popular among gamers. However, instead of ticking off a checklist of trendy features, the team made a deliberate choice to focus on delivering a solid, action-focused single-player experience. Lies of P was conceived as Round8 Studio's debut single-player title, and they invested substantial time in crafting its narrative.

The Souls-Like Challenge

While Souls-like games have gained popularity in the gaming market, Choi acknowledges that creating them is no small feat. He expresses his personal passion for the genre and the team's desire to take on the challenge, paying homage to the genre that has brought them fulfillment as gamers. They believed that by succeeding in this endeavor, they could establish themselves as a studio capable of consistently delivering exceptional games. Choi clarifies that they approached the task with humility, fully aware that they were relative newcomers to creating Souls-like games. Their focus was on delivering an enjoyable gaming experience that met both their goals and players' expectations, rather than getting caught up in market competition.

Diversifying Neowiz's Portfolio

Neowiz's previous title, Bless Unleashed (2020), was a free-to-play MMO, which aligns with the company's gaming catalog. Lies of P, however, is not seen as an outlier but as an opportunity for Neowiz to diversify its offerings with a single-player adventure. Park points out that many Korean gaming companies typically concentrate on competitive online games, even with the rise of mobile gaming. Recognizing the diverse tastes and demands of gamers worldwide, they saw a unique chance to create something unexpected from a Korean studio on console platforms.

The Challenge of Entering Single-Player Console Gaming

Wonmo Kim, Neowiz's Publishing Director, elaborates on the company's motivation behind Lies of P. While Neowiz boasts a rich history of successful live service games, their experience in developing single-player console games was relatively nascent. Their goal with Lies of P was to establish Neowiz as a publisher capable of creating outstanding single-player console titles. Kim admits that venturing into this unfamiliar territory was not an easy decision, but their confidence in Round8 Studio's development abilities and teamwork drove them to take on the challenge. They firmly believe that strong teamwork is the cornerstone of creating exceptional games and hope that Lies of P becomes a memorable and impactful experience for players.

Lessons Learned from Developing and Marketing Lies of P

Kim highlights two valuable lessons learned during the development and marketing of Lies of P. Firstly, they discovered that gaming fans worldwide are highly attuned to major gaming events and proficient in using social platforms and news outlets to stay informed about their favorite genres and games. Secondly, they realized that providing a hands-on demo is the most effective way for a new IP to gain the trust of fans before its launch. This approach not only reassured fans that the game would be enjoyable and well-optimized but also provided essential feedback to enhance the overall gaming experience.

Looking Ahead

As the gaming community eagerly anticipates the success of Lies of P in terms of sales, Choi hints at future possibilities. He expresses his desire to continue telling more stories within the Lies of P universe, provided the game performs well.

In summary, Lies of P represents a significant milestone for both Neowiz and Round8 Studio. Through their careful selection of a public domain story, a unique historical setting, and a commitment to the challenging Souls-like genre, they have ventured into new and exciting territory. The game's development journey has been marked by meticulous research, a focus on delivering a top-notch single-player experience, and a determination to create something distinctive in the world of gaming. Neowiz's aspiration to establish itself as a formidable player in the single-player console gaming arena is underscored by their belief in Round8 Studio's capabilities and their commitment to teamwork. The lessons learned from Lies of P's development and marketing will undoubtedly inform their future endeavors, as they continue to explore the untapped potential of gaming./In the world of gaming, Lies of P represents a bold departure for both its publisher, Neowiz, and its developer, Round8 Studio. As a AAA single-player Souls-like game, it ventures into uncharted territory, pushing creative boundaries. In an exclusive conversation with GamesIndustry.biz, key executives from Round8 Studio and its parent company elaborate on the game's unique origins and the challenges they faced in its development.

Why Pinocchio and the Public Domain?

Game director Jiwon Choi sheds light on their choice to base Lies of P on the classic tale of Pinocchio, which resides in the public domain. He explains that while well-known properties can be enticing, they come with the responsibility of respecting the source material. However, they also wanted to infuse their distinctive twist into the story to harmonize with the game's universe. Choi emphasizes the advantage of having existing source material, which provides a solid foundation for developing the main storyline, characters, and their relationships. This allowed them to delve into deeper discussions about how to seamlessly integrate the original narrative into Lies of P.

Choosing the Belle Époque Era

Choi further reveals their inspiration for the game's setting, the Belle Époque era, spanning from 1880 to 1914 in Europe. This period was chosen for its significant advancements in science and technology, as well as its relative rarity as a game setting. Choi explains that their decision was influenced by the fact that their main story originated from

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