The devs open up about how LEGO Skylines came to be and what players can expect from it.
Last week at Gamescom, I had the amazing chance to play Paradox’s LEGO Skylines early. And, while I spoke of my experiences in a separate piece (which I will link to below), I also got the opportunity to talk with its developers for a little bit.
Of course, the first thing I wanted to know was just how this collaboration came to be. LEGO has scored adaptations of so many IPs by now across a wide variety of genres.
This year alone got us LEGO Batman: Legacy of the Dark Knight, a game I rated 8.5/10. It was super fun, but it was remarkably similar to many other LEGO games we’ve seen before. Swapping characters, solving puzzles, breaking things to collect coins—it had all of those hallmarks of a traditional LEGO game.
But LEGO Skylines is quite different.
“The people in our studio, like, there are a lot of LEGO fans,” the developers told me. Everyone in the team basically owns a bunch of LEGO sets and has dabbled in them since childhood. That, combined with their extensive experience with making management games and city builders, eventually brought the idea of “Why wouldn’t we do this?”
“It’s kind of a discussion that happens at some point, and we met with LEGO years ago, and it started organically from there.”
“We know how to do city builders and these sorts of games, and LEGO is kind of a perfect match with that, because both are known for system-driven sandbox environments, and [we looked at] how to combine those two together. I think this is a really good combination and a unique combination as well, like no one has done this before.”
سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.destructoid.com/lego-skylines-interview/