Interview with the Developer of 1000 Deaths
I absolutely loved playing the demo for 1000 Deaths from Developer Pariah Interactive. It’s such a unique concept and the fact that there’s multiple branches and endings makes me want to find all the secrets.
A huge thank you to Prashast Thapan from Pariah, for answering my questions!
Can you tell me about the team behind 1000 Deaths and how the game came about?
Our studio, Pariah Interactive, is a small team based in the USA and India. Since 2019, artists, writers, composers, and developers from all over the world have come together to create 1000 Deaths using influences ranging from 90s cartoons to rave music.
I am obsessed with what people might regret when they die, so I wanted to make a game where you could practice making tough choices that change your life. In 1000 Deaths, your choices deal with the differences between characters, so we let you play as all of them– so you can see the story from all angles.
All the branching storylines end in the death of a character. Along the way, you will switch characters, make decisions for them, and understand their regrets. You’ll explore their minds as a little TV that reflects their desires back at them, using gravity-bending movement that’s really unique to this game.
What started as a somewhat morbid idea became a fun 3D platformer with choose-your-own-adventure narrative. I can’t wait for people to play it!
After playing the demo, 1000 Deaths reminded me of a lot of classic platformers. Were there any games that inspired 1000 Deaths?
I’ve played mascot 3D platformers all my life. I loved Crash Bandicoot and the 3D Mario games. We looked at Journey and A Hat in Time for their exceptional camera interactions in 3D space. We also drew inspiration from tightly designed 2D platformers that are easy to play but hard to master, such as Celeste.
What we’re doing differently is changing platforming hubs based on your choices in the story. For example, if a decision you made leads you to play as the fire character, Maxie, your levels will be fire-themed. We hope this encourages players to revisit their choices to see which other platforming hubs they could unlock.
Can you go into a little more detail about what gameplay is like in 1000 Deaths?
The game loop involves making a decision that leads to a platforming hub, which leads to making a decision, leading to a platforming hub, and so on… until your character dies. You can then do it all again, making different choices to unlock new hubs and levels.
For example, you can choose to run for Mayor of idyllic Nowherestown, or leave for the glitzy city of Jollywood. Each path will reveal different kinds of levels ranging from gravity-oriented puzzles, to action-packed obstacle courses. You encounter obstacles, pickups, and items based on different characters. And the level design is unique to the portion of the story you landed upon through your choices.
And beyond seeing all the different ways your characters can die, you can play the levels freely after you’ve unlocked them to optimize your times and earn trophies.
What inspired the unique, colorful, psychedelic world of 1000 Deaths?
The characters of 1000 Deaths are the biggest inspiration for the game’s world-building. Our platforming hubs, called “Headspaces,” are architectural representations of your character’s psyche. These structures, resembling the characters’ faces, are a good example of this.
Before writing any story or conceptualizing the world, we designed the characters. Then we brainstormed funny situations these characters could experience. What are the silliest ways they could die? What kind of tragic regrets could they have? Coming up with answers to these questions led to the worlds being created: an idyllic town, a hilly suburb, a big city, an underground club, a superfood factory, a secret laboratory, a goth concert venue, a graveyard, a beach, and more!
1000 Deaths will have a branching narrative with multiple endings. How many endings can players expect to find in the game?
There are 3 stories, or episodes, to explore in 1000 Deaths: Firestorm, Offshoot, and Moonshine.
Each episode has 4 endings, so players can expect a total of 12 endings in the game.
The game has four different characters. Do they each get their own section during the game or can you switch between them all in the same world?
You will usually switch characters after you make a decision in the game. Since the game follows characters from birth till death, every decision is followed by a significant time jump and a new character. This way, players can see a different side to the story, while experiencing the consequences of their choice.
You started working on 1000 Deaths in 2019, what is an important lesson the team has learned over the last five years during development?
If I had to pick one, it would be that starting a game is an incredible feeling, while finishing a game is really hard– especially if it’s bending genres and packing a ton of ideas!
1000 Deaths is inspired by 90s cartoon animations, what were some of your favorite 90s cartoons?
To name a few: Futurama, Powerpuff Girls, Rugrats, and Looney Tunes. I loved that these shows had an eclectic cast of characters and dealt with serious issues using humor. That’s the inspiration 1000 Deaths draws from these shows!
What does “indie” mean to you?
“Indie” means being able to do something with your own limited resources in a self-sustaining way. But it also means being able to make whatever the hell you want. So a 3D platformer with branching narrative could be as indie as it gets!
Answers by Prashast Thapan, Studio Director, Pariah Interactive