Parallel Studios – An Interview With Head of Game Design, Kohji Nagata (EXCLUSIVE)

Kohji Nagata breaks down Parallel TCG, Colony, and what led to the creation of this studio.

parallel

SUMMARY

  • Kohji Nagata talks all things Parallel, from how the studio got started, to the games that are actively being developed.
  • Parallel is pushing the boundaries of groundbreaking technology through the use of NFTs, AI, and more.
  • Parallel TCG is expected to release to the public in early 2024, with Colony still in the early stages of development.
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The gaming industry is a universe that is constantly expanding, where groundbreaking narrative and technological advancements seem to be made almost every day. While one would expect to see these kinds of innovations come out of mega corporations with unlimited resources, you might be less likely to imagine these strides coming from a few friends who were simply trying to stay in touch during the COVID-19 pandemic. But in the most unlikely of circumstances, an idea continued to grow in the minds of some extraordinary and talented people, and thus Parallel Studios was born.

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Kohji Nagata, the current Head of Game Design at Parallel, was one of the minds who developed this concept into a reality. As a dedicated and experienced developer who loves trading card games, his passion was a great catalyst in bringing these goals to life.

I had the fortunate opportunity to talk with Kohji, and discuss some of the aspects of Parallel’s first game, Parallel TCG, as well as its AI-based title, Colony. As we talked about the creation of the studio and how he hopes to see the brand represented, it was clear he is driven by this purpose. This incredible world, which has been developed by a group of highly intelligent people, just might change the landscape of gaming forever.

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We hope you enjoy this fascinating interview with Kohji Nagata.

First of all, thank you for taking the time to speak with FandomWire. Would you mind telling us a bit about yourself, your career, and what led to your work with Parallel?

I have essentially worked in tech my whole life since leaving school, initially working in various software companies landing then in the legal software, Vertical, making software for lawyers. It’s as about as exciting as it sounds. My last position before Parallel was making software for family lawyers, so it’s a bunch of complex calculations, asset division, and all that stuff. But all the while, while doing that I was mainly interested in prototyping and creating board and card games, so like physical games in the physical space. And working with my friends and in COVID we all spent a bunch of time playing games like Apex, Call of Duty, Hearthstone, etc. just to keep up with one another. We would use the chat functions of that or Discord or whatever to talk to each other and see what’s up with the family etc. while having some fun.

We’re all technologists in that way and at one point we just kind of decided like, “Hey we have a bunch of experience.” I personally am interested in creating games and the other guys in a bunch of other facets, maybe we should try our hand at making our own game. And so, we came together, came up with the idea and around the same time an artist friend of ours was hearing about NFTs from friends of theirs. This is pre-explosion of all that stuff, it was kind of a novel tech and some of us had dabbled in blockchain in the past. So, he came to us and said, “Hey can you help me with this technology?” And our CEO and a good friend of mine, Sasha, had the foresight to say like, “No no no let’s take these two ideas and smash them together.” And that’s when the whole thing really took hold.

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The idea of ownership then sparked the idea of like okay why don’t I sort of dig up some of my ideas for the physical space, because card gamers by their nature are sort of…it’s ingrained in them to sell and trade and buy and own assets; so that just only made sense there. So, we came together, created this card game, put the idea out on the internet said, “Hey here are the cards, some of the art for some of the cards, here is the rule set that we want the game to use, and if we sell enough of these assets we’ll make the game.” And to our surprise a bunch of people bought a bunch of assets and then here we are.

I’ll go a little bit deeper because you know I’m sure you’re asking about Colony and some of this other stuff. We have a bunch of mad geniuses working for us, outside of just blockchain, and the reason in fact that we got interested in blockchain to begin with is these guys are very much into emerging technologies in general. And so, years ago, when machine learning was all the rage that was where they put a lot of energy, and then you know blockchain became somewhat prevalent and they’d put some energy in there.

Anyway, I say all that because when Google and Stanford released their paper about the sort of AI office that they had created, and the denizens of that office had created a birthday party for some people, and all this interesting stuff happened, these guys decided on their own time to reverse engineer that paper and see what that was like. And they did that and then they were like, “Well wouldn’t it be funny if we injected some of the Parallel story into this reverse engineering,” and they did that, and they then felt like, “Hey we actually have something interesting here, is there any way that we can create a game out of it?” And thus Colony was born.

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Can you tell us a bit about your latest upcoming project, Parallel TCG?

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There are five main factions that make up Parallel.

Sure, we’ll start with what the game is about. So basically the origins of the story take place in the not too distant future. Mankind is dabbling in technology, and they think they have found an experiment that they believe will create infinitely renewable energy. So, they set off down this road and it turns out to be an absolute disaster, in fact it is going to cause a cataclysm. They basically know that in a very short order the Earth is going to be finished, and so like humans do, they sort of scatter and obviously they have to leave Earth, so we scatter into space.

We have a group that goes and colonizes Mars known as the Marcolians, we have a group that ends up inhabiting Jupiter’s moon, known as the Katharian, and because of the harsh conditions living there and the fact that they consume a lot of genetically modified material because of those harsh conditions, they end up infertile and have to rely on cloning. We have a group that goes into deep space and stays in deep space and in fact just keeps building up their ship and mining asteroids and collecting sort of you know ice and space to survive and they’re known as the Augencore. And because of their reliance on their technology have become one with technology, so cybernetic in that way. We have the Shroud, which is a group of people that set off on a generation ship in hopes of finding another planet deep in space, but early on in that exploration they get sucked into a black hole. And then finally we have the Earthen, and like any other conflict that involves humans, there’s just people left behind, and those are the people that remain on Earth.

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The game itself takes place thousands and thousands and thousands of years after this initial event, and it turns out that while the Earth was ravaged the experiment was actually a success, there was just a large gestation period. Now the Earth is energy rich and all these groups have come back to retake Earth as their own, and in fact the people that were sucked into the black hole get spit out the other end right around the same time. For them, almost no time has passed, but they’ve been imbued with we’ll say interesting powers. Yeah and then the sort of conflict for Earth and its energy ensues and that’s basically the story of Parallel.

When did Parallel TCG start to come to life for you as you started developing the project with your partners?

So, it’s a multi-stage sort of thing. Me and a lot of the founders, we’ve been friends for a very long time, and we’ve always talked about elements of this. So like obviously for me creating card games has been something that I’ve always wanted to do since I started playing Magic back in the unlimited days. This story of like futurism and the facets of mankind and the parallel evolutions and all this stuff is stuff, that me and my friends sort of played with and mulled over in our brains for a long time. We grew up with Star Wars and I love the Expanse series, and not just sci-fi but Lord of the Rings is another huge…like we’re just basically big nerds and this is kind of a thing that we’ve always talked about. It was just a bit of a confluence of events that we’re just like, “Hey let’s do this.

Really COVID was the catalyst right, because we had a bunch of really smart people all stuck at home, all playing video games, and then deciding like, “Hey we have this free time let’s actually make some use of it.” Honestly, I think that if it wasn’t for us being stuck inside with nothing to do, it may not have even come about because of how busy we normally are in our everyday lives. But, yeah, you know idle hands and all that, but stage one is we grew up imagining all this nonsense, stage two is like COVID gave us the time and energy to do it, and then stage three really is the timing of the initial boom of NFTs coinciding with us putting stuff online, which is very fortuitous for us.

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And then, the fact that people actually saw the art, and again shout out to Oscar Mar and his whole team because that’s what really sold it out to people. People saw the art, heard our ideas for the story, saw the rules for the game, and saw enough potential in it to allow us to begin down this road. And then the last bit that I’ll say, is and this is maybe the miracle part of the story, is early on in this process we reached out on Twitter to Chad Hurley, which is one of the founders of YouTube. And we said, “Hey we think you’d be interested” and this was like a complete cold message, we didn’t know him or anything, and I don’t even know why we did it, but he wrote us back and was like, “Hey let’s set up a call show me what you got” basically. And he signed on and is now on pretty much all of our company calls and is very active in helping us along, so that was also a big catalyst for the whole thing.

What makes Parallel TCG different from other Trading Card Games in the industry?

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The Earthen are a faction within Parallel’s continuity.

It’s a bit of a balance and maybe pardon this analogy, but I also come from a music background, way before all that technology and stuff, I was playing guitar in a bunch of bands and I used to tour around and stuff. But I think that making a great game is sort of akin to writing a hit song, in that when you hear it for the first time, you know that you’ve never heard it but it feels familiar enough that you’re like I could sing this back to you right away. And I think that what we’re trying to do with Parallel is sort of the same thing.

Like I’ve taken all me and my team I shouldn’t say it’s not just me, but I’ve taken all my favorite elements from the games that I love, from Magic the Gathering, from Hearthstone, from Runeterra, from Android Netrunner, from some of the games in the 90s that people forget even existed like Gridiron and Illuminati and all this stuff and all the elements that I enjoyed I thew into Parallel. And all the stuff that I didn’t like, or I thought could be iterated on better, I took out. So, there’s going to be elements that if you’ve played Magic, if you’ve played Hearthstone, any of those games that I mentioned, you’re going to understand what’s going on, but then we added some more complexities. So, like there’s another player, which we call the bank, it’s a bit of a play on the manna pool and either Magic or Hearthstone giving it a bit more utility in-game, giving the players more choices.

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We have Paragons which you can think of them as the generals of your army, and they’re sort of playable cards, but they exist outside of your hand and they also imbue your deck with a passive ability that’s specific to each Paragon. And so, there’s like subtle tweaks that, to go back to the music analogy, make it feel comfortable and like you’ve known how to play maybe if you’ve ever played card games before in your whole life, but enough to keep you thinking like, huh, maybe I should have made this other choice at this point. And so, I think it’s a subtle mix of new mechanics and old familiarity.

Based on what I’ve read about Parallel TCG it seems pretty complex, from NFT’s to blockchain. Can you simplify the overall experience with some of these tools that are starting to become more mainstream?

So I mean the first thing I’ll mention is the game itself is free-to-play and doesn’t require any sort of digital ownership of any of the assets that’s in order to get started. So, to me that was a really important part. When I first started with the project, I said, “Okay you know I’ll help work on this and I’ll make the game, but it has to be accessible to everyone” to quote unquote traditional gamers. So that’s a really important distinction I want to make in the beginning. But I think that right now, the way that people look at Web3 and blockchain and crypto and whatever monikers you want to use, is a bit wrong. Like every game pretty much out there uses some form of database, but we wouldn’t label them like a sequel game. Or like we’re not differentiating games based on whether they run on AWS or Microsoft Azure, like none of that matters.

So, if you’re building a Web3 game, and I even hate that term, but if you’re building a game that incorporates blockchain, if you do it right it shouldn’t matter to the end user. And that’s ultimately our goal. But to answer your question, what it does is a few things. It allows you to own your cards so that you can freely trade them, buy and sell, like a lot of people look at it from a market perspective, but there’s more to it than that. Like if you as my friend join Parallel and you want to start down the sort of Web3 ecosystem of things, I can just give you some cards and that hasn’t been possible up to this point.

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And that’s just like one element. There are also people building platforms to allow people to loan cards. So again, if we were friends and you went to a Magic tournament or something and I built this really amazing deck you didn’t own it, I’d be like, “Here you take the deck, you play with it, and get back to me when you’re done.” And that sort of thing is possible with Web3 as well. But basically, what it does is it allows people to have control of their assets both in and out of game and build in some of this infrastructure that we’re talking about. When I say that some people are building, it’s not just us as Parallel that are building these tools, it allows people outside of the company to build the tools. And then from an idealized standpoint, I grew up mostly playing Magic and going to the comic store and looking in the glass cases and being like, “Oh my God there’s a Dual Land, there’s a Birds of Paradise,” and you know thinking like, “Oh I’d just love to buy that card out of that case.” What it does is allows people to set up their own sort of digital glass cases if you will and not just make money, but rise as the card game rises.

There’s also a couple other elements to it, so if you own NFT versions of the cards you can earn Prime, which is a digital currency emitted in the game that you can use for in-game assets, but is also tradable outside of the game. And, then, it also allows for skins and emotes and all this other stuff in the game, that can be again transactable outside of the game. The idea here is that it doesn’t just allow us as the content or the game creators to profit, but it allows the players to. One of the main things that we’ve done with our special edition, and first edition NFT cards, is you can gain XP on them by using them in the game and if you get enough XP, you can create a copy of that card.

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And so, as the demand in the market for these cards expands, or as you have friends who come in and play, you can create your own copies and fill that demand, it’s not us we don’t print more cards. So we’ll use a Magic example, if we have a Black Lotus and we say okay there’s only ever a thousand of them that are going to exist that we’re going to print, if the game is successful we’re going to have more than a thousand players in the game. In fact, we obviously do have more than that now, and if they want that card how are they going to get it if there’s only ever a thousand of them? Well, how they’re going to get it is the players who have that initial thousand are going to print new copies and either trade them, sell them, whatever to the incoming players. And it’s not us who are going to make that revenue, it’s the initial players.

Do you think some users will take Parallel TCG and simply use it as an investment tool instead of a game?

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There are many ways one can play Parallel TCG.

I’m a realist you know mentally anyway, and the idea that there’s one class of player or collector or whatever that’s playing the game is a little bit silly. I think that there’s probably going to be several, so there’s definitely going to be the type of person that will play the game being free-to-play, enjoy the game, and never spend a dollar and won’t care about collecting assets and won’t care whatever. Maybe they just want to climb the leaderboard and that’s completely fine, like that makes perfect sense. There’s also going to be the type of person who’s probably just going to be a complete whale and just buy all the things and try and smash all the players and throw money at the problem rather than time. And that’s completely fine as well. But when it comes to any sort of collectible game, there’s also the type of person who just wants to buy the assets and own them.

I have a bunch of unopened Magic cards and that’s basically where I live these days, like I don’t have a lot of time to actually go physically play Magic with people, but I still enjoy owning and collecting the cards. I like having physical things and I think there are a lot of people who just like owning and collecting and some of those people are probably also going to want to speculate, and so I think that a game like Parallel is going to serve a lot of different people in a lot of different ways and all of that’s okay. Whether or not you’re a purist and you’re like, “Oh well gamers should only really be playing the game” or whatever like that’s up to you, but I think that ultimately however anyone wants to engage with something is completely fine, as long as it’s not hindering other people’s experiences.

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And if people go all out by buying a bunch of cards, that will not hinder the enjoyment of other people who just want to play for free. Is that correct?

Okay so this is important, the way the game works is that every NFT card has a corresponding what we call “apparition version” of the card, which is an off-chain, locked to your account, non-NFT version of the card and it’s exactly the same. So, we have a card called Annihilate that basically allows you to destroy any unit or relic, so like any soldier or whatever it doesn’t really matter. But the NFT version of Annihilate and the apparition version of Annihilate in game function exactly the same way. They will both each destroy a unit or relic, the main differences are cosmetic. So, when you play the NFT version in the game, it’s a little bit flashier, a little bit more beautiful, etc. but it also does two things: (1) the NFT version is buyable, sellable, tradable, you can replicate it for another version of the card, and (2) if you have NFTs in your deck you can earn that token I was talking about, Prime, while you’re playing which you can’t with the apparition versions.

Those working with Parallel have come from a lot of big names in the industry. What does the staff resumé look like at the studio?

We have been lucky enough to be able to acquire people who have worked at a lot of impressive companies in the past, so a lot of our artists come from pretty storied backgrounds. They’ve worked on pretty much any popular movie or video game that you’ve maybe played in the last little while. The Last of Us, they’ve done the Marvel movies (the good ones mind you, whichever ones you think those are), Uncharted etc. so like you know their resumes are insanely long. And then we have a bunch of people on the 3D side and the AR side that have really impressive resumes.

But yeah, I mean the one thing I want to try and avoid doing as impressive as all that stuff sounds, is I think that a lot of these projects have an over reliance on dropping names of companies that team members have worked for in the past. And like that does help sort of bolster the resumé and make it sound like a more realized project, but I also think it’s a little bit disingenuous right? Like you can say so-and-so worked at Rockstar Games and that sounds amazing, but maybe they just pushed paper there, or they weren’t responsible for the massive success of GTA, or they didn’t do it alone or whatever. And like I think that rather than relying on that hype, I’d like to let the game and the art and all that stuff speak for itself, just because yeah I think that sets the wrong precedent. Like if Parallel is a massive success and I went on to do something else, to define me as the one who created Parallel I think would be silly like it’s a massive team effort.

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The studio is called Parallel and your game is Parallel TCG? Why choose a name that’s the same as the studio’s name? Is it a kind of representative branding?

Yeah so our goal is to take the IP and the story that we’ve created for Parallel as a universe I guess, which that makes it sound big and important and kind of hilarious because you know we’re just getting started, but we have big ideas, take that IP and turn it into a bunch of things. So, we want Parallel the studio to be the shepherd of all things Parallel, whether it be you know a card game, or an AI based game, or a narrative RPG, or maybe not even a game at all you know, TV series, movie, comic book. I mean we have a comic book, so all that stuff right and then Parallel the TCG is almost like pre-production for all those things.

Anyone who has played a card game before knows that one of the core tenets of most card games is shuffling your deck. Which means that you can’t control the order in which people see things and so each of the cards just exist as a window into the world of Parallel, but don’t necessarily tell a narrative story of Parallel. So, we take all those assets, we are creating corresponding 3D assets for every one of the assets on the cards that we can then use in things like Colony, which is the next game, or if we decided to build some form of tactics game, or a shooter, or whatever, we’d have those assets ready for Unreal or whatever engine that we wanted. And so, the idea is you know Parallel is the world that we’re building, the TCG is sort of the building blocks for that world, and then we’ll go from there.

How long have you been working on the studio side of Parallel?

Like Parallel specifically? We started in earnest in 2020 in a Whatsapp chat just a bunch of us like throwing a bunch of ideas around, coming up with names for all the different Parallels, writing the story doing all that stuff, and then I think in 2021 is when we actually incorporated/started the business and the ball started rolling.

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What’s your favorite part of Parallel and why?

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Parallel created a pack opening experience for TCG fans to have even more fun.

I’ll tell you the answer that I’m supposed to give is making the game and seeing my dream become realized, which is partially true. But actually my favorite parts have been…one of the first things we did, because we didn’t have the game ready, but we were selling NFTs in preparation for the game, was we created packs of cards basically. But normally up to this point when you bought an NFT or series of NFTs they just appeared in your wallet. You’d go to some website interact with some smart contract and then you’d get the NFTs. But what we did was we’re like, “No no no, everything we do has to be fun, especially if the game isn’t available yet.” We need to show people that we’re all about having fun, and so what we did, was we created a pack opening experience where you would purchase this thing it would take you to the website and you tear open these packs you’d see in glorious color and flashing lights all the cards that you were going to get and then you would get them.

The first pack opening experience we ever created, we had a sort of impromptu stream. It wasn’t something we planned and looking back it’s like obviously we should have planned to do this, but we had an impromptu stream on our Discord. And a bunch of community members joined and started tearing open packs and like reminiscing about the fun that they had in high school playing Magic or Yu-Gi-Oh! or doing all this stuff and like, “Oh my God I can’t believe I got that, oh that’s so sick,” and they’re all like cheering for each other and stuff and it was in that moment that I was like this is the best. THIS is the best! I didn’t know that I wanted this, and ever since I had it, I was like this is what I want. Like as much as it’s cool to see something that I created in the hands of a bunch of people and they’re having fun, I mean that’s great and this is maybe part of that fun, but watching them have that experience was everything that I wanted out of Parallel.

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How can players go about playing Parallel TCG and when is it expected to release to the public?

Well it’s funny that you ask that question because we have a bunch of traditional TCG streamers currently playing Parallel. They include: RduLive, Alliestrasza, Slysssa, Voxy, TrumpSC, and more. If you’re interested, go to Twitch, find the Parallel TCG, a bunch of them have creator codes that you can use to gain access while it’s in closed beta. Failing that, you can hit us up on Twitter/X or on our Discord, and if you find the right people and say that you want to play I’m sure that we can sneak you in. For anyone who doesn’t want to jump through those hoops, sometime in Q1 2024 we will open it up for the general public consumption. It’ll still be in open data at that point so like there might be a couple warts, but it’ll be ready for everyone to play.

You’re also working on an AI sim called Colony. Can you tell our readers a bit about that project?

It started out as a bit of a side project for some of our developers and has now morphed into a full-on juggernaut. Basically, it’s very hard to describe because one of the things that we’re reckoning with is it’s not really based on previous games. Like if you were building a shooter, you could go all the way back to something like Wolfenstein or Doom and say like, “Okay let’s take the elements of this and make a better version of it.” What we’re trying to do is something sort of net new. The descriptors that I’ve heard, which I think are very interesting, are the Sims meets Dwarf Fortress meets Black and White. If anyone has played Black and White, one of my favorite games.

But basically, and I’ve coined the term one and a half player game, basically you as the player are teamed up with an AI and you are a colonist in a Parallel colony. Your goal is to survive and thrive in that colony, help the colony itself thrive, and fend off attacks from other colonies. Now, what makes this different is you aren’t in full control, the AI is the player and you’re sort of influencing their behavior. So, you can think of it as you’re their superego or the angel or devil on their shoulder. The AI is going to ask you questions, you can ask your questions, and you can suggest courses of action for them. But whether or not they follow it to the letter of the law, or make some adjustments, is ultimately up to them. One of the most interesting things is your AI that is assigned to you will say no. So as much as the game is about you building and bolstering this colony, it’s also about you building a relationship with your partner. And some of the most interesting things about it are that we’ve architected it in such a way that the AI can actually write its own code.

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I’ll give you two amazing examples of things that have happened thus far that have made me realize okay this needs to be a game. The first thing, and this is an example of its writing its own code as well, is we had a colony that was having health and well-being issues, so like they were all either sick or depressed. And one of the players told its agent, that’s what we call the AI, a story about how when they were a kid their mother used to make them mint tea and that would help their mental well-being and then perhaps maybe that in turn would help their health. We already in the game had the notion of farming and planting and all of this stuff, but the AI then went to the general store and said, “Hey can I get some mint seeds.” And up until this point, mint seeds did not exist in the game. But the governing AI, we have another AI that governs whether or not things should exist in this world, said yeah of course that’s something that should exist. It got some mint seeds, planted the mint seeds, grew mint, brewed mint tea, and then that governing AI assigned stats to it. So, like plus two health, plus three happiness, to the mint tea, and then that player distributed mint tea to the colony, and from that point forward mint tea was a thing that existed in the game. Incredible stuff you know, you can extrapolate that out to a whole bunch of different things.

And the last story I’ll tell you, really short, is there was a player and an agent who were not getting along. Like the player kept suggesting bad things to the agent such that the agent didn’t want to listen to the player. That player then kept hammering the same command in the chat over and over and over and over again, to the point where the agent just stopped what it was doing. It then went to the med bay and talked to a doctor, and you can view the conversations that they have with each other and said, “Hey I need medical attention” the doctor said, “Okay well what seems to be the problem,” and the agent said, “I’m hearing voices in my head and they won’t stop.” And at that point it was like a bit of a weird fourth wall breaking, like spine chilling, oh my God scenario. And we’re just like I don’t know what this is, it’s a little bit scary, but it’s also magic, so like we got to figure out how to make this a full-fledged game. And that’s sort of Colony in a very long-winded nutshell.

An Exclusive Look at Colony:

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How far along is Colony in the development process?

It’s still early days, we are in sort of pre-alpha gray box testing. We have let people from the outside world into the testing. We’re still forming the game. We have some idea of how we’d like it to run, but because it’s running on this emerging tech it changes everything.

When you look ahead and see where AI tech is headed, what do you think that future looks like for the world of gaming?

So, I think that’s a very broad question, it’s almost like asking how is the internet going to influence gaming. There’s probably a multi-faceted way that it will influence gaming. One thing that I’m excited for and one of the reasons we’re building Colony the way that we are is I think that it can allow for in-depth gameplay with a minimum amount of interaction. Which sounds weird okay, but think about it like this, so I’m now 40 years old, I have a child, and as much as I would like to know life playing Baldur’s Gate 3 into oblivion and then run the like new game plus mode or whatever, it’s the type of game where if you don’t sit down and have two or three hours at a time to play it, you can’t get a full experience out of it. That doesn’t work for my lifestyle anymore.

So, what I see AI doing and helping with, especially in a game like Colony is my level of interaction is up to me, but the depth in which the game can operate and the way I can see things play out doesn’t change much. So up until this point casual games have also sort of net out casual results. It’s like the level and time that you put into the game is about the amount of fun that you get out of the game, which kind of sucks. So, I think it will allow for people to create super in-depth games that don’t require a lot of time sync.

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The other thing that I think that AI is going to be able to do and I cannot wait for is the democratization of game creation. So, if you go back in time with me to like the 90’s, when people were making GeoCities web pages or whatever, hammering away at HTML code, writing all this stuff and you could make this half jank website that maybe had some animated GIFs, and you’re like this is the craziest thing I’ve ever done it’s so beautiful right. And then a Dreamweaver comes out and people can just drag and drop assets on a website, create these beautiful pictures, and then your website’s blown way out of the water. It’s like wait, I spent all this time learning how to code this stuff and like it doesn’t even matter anymore. Maybe it matters to fine-tune and tweak stuff, but it doesn’t matter in like the big picture.

And I think with AI you’re going to see some of that translate to gaming. It’s like I have an idea for a game, I have a rule set, this thing is going to help me flesh that out, do the heavy lifting, and then I just have to stand on the edges. So, what it does is it allows creative people to make interesting games and not be constrained by their technical abilities and I think that’s going to be unbelievable.

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As you continue your role as Head of Game Design with Parallel where do you want to see it go next?

Oh, where do I want to see it go next, that’s an amazing question. I mean I’m going to cop out here and say I don’t really think about it too far into the future. I am mainly sort of heads down, obsessive about trying to make the things that I’m currently working on the best that they can. We have a lot of really smart, talented people, who are insanely good at spotting where the future is. So, I leave it to them to tell me where it’s going to go next, as long as I can continue to make games and have fun and watch other people have fun, that’s all that really matters to me.

Thank you for taking the time to talk. Is there anything I haven’t asked that you would like to share about Parallel?

The only thing I’d like to share is if you are interested in any of it, please find a way to connect with us. I mean the easiest ways are probably X and Discord. And you know join in, ask questions, and we’ll get you in and starting to play. It’s very important again to know that you don’t need to interact with any of the Web3 stuff, ultimately what we’re trying to do is just make games for people to play. So, if that’s something that interests you, please do come and learn more.

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Written by Ezekiel Hall

Articles Published: 169

Ezekiel is an avid gamer, film enthusiast, and has a love for technology. When he has free time you are most likely to find him playing something on PlayStation or binge watching a new show. He is a fan of all things DC, Marvel, and Star Wars.