Hades’ Greg Kasavin breaks down Supergiant’s unique approach to narrative

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‘It's nice having someone just notice and care that there was a small change about you, like a haircut or a new pair of shoes. it makes you feel good. Our games try to have the equivalent of that moment.’

In 2020, Hades took the world of games by storm. The latest from Supergiant games, the narrative-driven, roguelike-inspired action RPG (try saying that ten times fast) drew praise on basically every front: Hades won awards across categories as diverse as direction, design, voice acting, artistic achievement, narrative, and LGBT representation. On top of six BAFTAS, including Best Game and DICE Game of the year, the game was crowned Game of the Year nods by games websites like Polygon and IGN, blowing audiences away with its innovative approach to storytelling, and richly characterful dialogue. 

During LudoNarraCon, Fellow Traveller’s annual celebration of narrative games, Hades narrative designer Greg Kasavin spoke to Brooke Maggs, a senior writer at Remedy, about the process of writing a narrative roguelike. Far from a solitary effort, Hades’ unique approach to narrative is the product of deep cross-disciplinary collaboration – and a couple of budget constraints. 

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