Bastion Interview

Rock, Paper, Shotgun caught up with Supergiant's Greg Kasavin for a post-release interview about Bastion, including the positive reception the game has been enjoying, the way the narrative was conveyed, whether we'll see it on other platforms, and more. There are even a couple of questions dealing with the independent development scene:
RPS: No interview with an independent studio is really complete unless we talk a little bit about the current state of the independent scene. We do seem to be entering a new, mature phase of it now, with a bunch of studios in that first couple of years of the (indie boom) now working on sequels it was marked at GDC this year that many of the indies were wealthier and more relaxed what's your take on that? How does it feel to you guys?

Kasavin: Well to me it feels great. As a studio, as people, we pushed ourselves harder than we've ever pushed ourselves before, and we wanted to do that to create a particular environment the kind of environment where people could do their best work. We wanted to make it easy to spend most of your time work, rather than communicating or whatever, and that part feels really good. We got into this when (indie) as a thing was already well established, we were working at EA playing Braid and Castle Crashers, and that was really inspiring. These games are better executed than games by much larger teams, in many cases. That gave us the feeling we could do it. I think we are following in a tradition that has already started, and the result of that tradition is some really good games. Gamers are the real winners of course! But from the perspective of those people starting these studios, it's very hard. They risk everything. It's passion-driven, with people doing unreasonable things for the pupose of what they love.

You know, on other hand, I feel it's never been easier to do this. All the tools, all the new distribution methods. You don't need millions of dollars, and that's really important.