![]() You get a village, you get a couple of dungeons - you never have this big continent that you're just walking over with grass then mountains then forests. It really ties in well with when you get your boat to sail around, and seeing these smaller islands, it means we get these pockets. Sea of Stars is set way in the past - it's prior to that flood, and so it's in an archipelago. For The Messenger, there's been a flood, there's only one island left, and then you play the ninja on that one island. Because all of our games are connected, right? They're all in the same universe. So for me, it's a fantasy world that I've been building. I was playing 'Solstice Warriors' in elementary school (laughs). So when did you first come up with the idea for Sea of Stars? When did you know, “Oh, I want to make an RPG for our next game?” But yes, by the time the game releases, it will have been five years almost. ![]() Meanwhile, we do the groundwork for the next big thing, and then DLC comes out, and then we can bring everyone onto the next project. You can't have your entire studio working the first couple of weeks of a new idea, that doesn't work you need a smaller team. So we had the bulk of the team working on a DLC because that's already established. ![]() It was pitched as “Hey, this is what we're doing next, along with the DLC for Messenger.” We kicked off these two things because we don't want to lay people off. So, the initial pitch to the team was in October 2018, so it was about six weeks after The Messenger launched. It's been, gosh, what, three years since you announced Sea of Stars? Development started pretty much a few months after The Messenger came out, right? So we're just in this vacuum right now and looking forward to the release. But that will be filled with everyone playing it and telling us what they found and everything. So there's a weird feeling of… I don't want to say emptiness but like something's missing because you just have that phantom memory of working on it and caring about it and all its little details. The behind-the-scenes of that is that you send your bill to certification and then Nintendo puts it live at midnight or whatever on the day of release but you're so used to waking up and thinking “What do we tweak, what do we polish, what do we do today?” and you wake up and it's like “Well there's nothing I could do even if I did find something that I might want to do.” We've been obsessing forever, and now it's out of our hands. Thierry Boulanger, Creative Director of Sea of Stars: Yes! We can't touch it anymore.
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