Interview with the Director of TRON: Identity, Mike Bithell
Hosts Greg and Riley welcome in Mike Bithell, Director of Bithell Games to talk about the making of TRON: Identity.
Subscribe to Goddamn Gamecube on Spotify: https://open.spotify.com/show/5BdOEjZBhBaCw1TFdpe8An
Follow Goddamn Gamecube on Social:
https://twitter.com/GoddamnGamecube
https://www.instagram.com/goddamngamecube
#tron #tronidentity #interview #bithellgames #mikebithell #visualnovel
Timestamps:
0:00 Intro
0:45 When did the conversation about Bithell Games developing Tron: Identity start? Any interesting anecdotes?
2:00 Was there any crossover between your previous game, John Wick Hex, and Tron Identity? The two games are adapted from film universes. Similar industry folks, contacts, etc?
3:17 Why Tron? What drew you to want to create something in that world?
6:39 Is this a concept of AI gaining emotions meaningful to you?
10:24 Did you have any other genre/gameplay prototypes in mind during early development, or were you set on a visual novel style from the beginning?
12:25 Any "visual novel" games in particular that inspired Tron Identity or that you're a general fan of?
15:15 What inspired the "data defragmenting" minigame?
17:28 What was the impetus to make puzzles skippable?
20:56 Can you say whether this story directly ties in with the company's plans for a Tron relaunch?
24:45 Was the absence of voice acting an artistic choice? Or did it come down to budget/resources?
28:37 How did you balance TRON: Identity's branching paths?
32:30 Are you able to gather data on which choices players make?
33:55 Is the main character breaking his oath a bit of fourth wall breaking?
37:05 Can you talk sequels?
40:55 What's the canon ending?
41:35 On the subject of AI, how do you feel about recent developments with respect to games development, artistic expression and society at large?
47:50 Metal Gear Solid 2
50:00 What's everyone's favorite Daft Punk song?
51:14 Thoughts on John Wick 4?
56:20 Will you intro the show?