What Developer Black Tabby Hopes Players Feel When they Slay the Princess

What Developer Black Tabby Hopes Players Feel When they Slay the Princess

As a seasoned gamer and someone who’s seen their fair share of games, I must say, Black Tabby’s creation, Slay the Princess, has left quite an impression on me. It’s not just another game about choice and consequence; it’s a profound exploration of human nature and identity.


As a dedicated gamer, I’ve been diving headfirst into the freshly released Director’s Cut of “Slay the Princess: The Pristine Cut”. This update has opened up a world of new adventures for me! New chapters unfold, existing ones expand, and the game’s diverse endings become even more intriguing as I navigate through revamped routes. It feels like stepping into the developers at Black Tabby’s creative minds even more so now.

Prior to the debut of “The Pristine Cut“, Game Rant had a conversation with Black Tabby, during which Tony Howard-Arias and Abby Howard shared insights on the updated version of the game and the central theme of “Slay the Princess“.

“Please Slay the Princess”

What Developer Black Tabby Hopes Players Feel When they Slay the Princess

Previously, Abby has expressed that observing others play “Slay the Princess” is a unique perspective compared to creating it. As creators at Black Tabby, they have a comprehensive understanding of the game, while players don’t. This makes every playthrough intriguing for Tony and Abby, as they watch gamers navigate the game with limited information. However, this limited information can sometimes cause players to misunderstand the true nature of the game.

There’s nothing wrong with how you play “Slay the Princess,” as the game doesn’t have a single correct way to be played. Instead, it’s designed as a mystery that can be solved from various angles. However, Abby points out that some players might come into the game with expectations that don’t align with its core theme. Specifically, they may not critically evaluate whether killing the princess is a good idea, and in doing so, they could miss much of what the game offers. As Abby explained, this approach can lead to a fulfilling experience, but she is concerned that players who don’t question this central premise might overlook some of the game’s deeper meaning.

Some individuals assume the game is forcing them to perform certain actions without question, whereas we aim for it to be more of an experience where you think, “I don’t want to kill a princess.” The title itself is something that should be instantly rejected because it seems absurd – killing someone you’ve never met before. Instead of treating it as a puzzle to solve, they rush to conclusions about their interactions and objectives, whereas we encourage a more immersive approach, where the player feels emotionally connected to the story.

To put it simply, Abby pointed out that understanding the true nature of the game ‘Slay the Princess’ requires multiple playthroughs. Unlike solving a puzzle, it’s more about immersing oneself in an experience meant for exploration. Tony added that unlike the developers who have complete knowledge of the game, players operate under incomplete information. This discrepancy leads to the game being less about following a set plan and more about reacting to situations as they arise. This difference, he explained, is what makes the game exciting for the developers, as each player’s journey through the game’s routes offers a unique perspective on the overall experience. Essentially, players only see a tiny fraction of all possible routes in the game.

This design of The Pristine Cut aims to intensify the experience, he mentioned. One objective of the updated game version is to direct players along some of the more philosophical paths that the game Slay the Princess presents. The Pristine Cut deliberately steers players towards these paths at a specific speed; this method aims to address the challenges players have faced in trying to solve a puzzle that might seem non-existent, with Tony also noting that this approach should help combat such issues.

In The Pristine Cut game, it’s designed so that you usually obtain at least one essential item during gameplay, and ideally, you receive one at the conclusion of your game session. Many players end up comprehending the rules and mechanics of the game by the end of their playthrough. However, due to the numerous potential combinations and various ways to interact with it, some players might miss a crucial aspect of information. They may not grasp that there is an underlying logic and system guiding how everything interacts and functions at the climax.

“One key lesson that developers hope players will grasp from playing Slay the Princess is understanding the game’s underlying logic, but also recognizing that it doesn’t present a puzzle to be solved. However, there are other lessons that Black Tabby wants players to glean from their gaming experience as well.

A Princess Contains Multitudes

Princesses, like ogres and onions, have layers. One of the more fascinating traits of Slay the Princess is how responsive the titular princess is to player choice. For example, she reacts differently if approached with, or without, a knife. That’s a microcosm of the way the player and princess interact, and that was one of the core choices made for the game. It was one of the first things the developers at Black Tabby decided about the game when they took time away from their episodic story Scarlet Hollow: the princess’ story is about perspectives and how they unveil the differences in a person. That’s as true for real people as it is for finely crafted NPCs.

In many interactive games where choices lead to consequences, it’s often the case that they influence the game’s setting. However, the game “Slay the Princess” delves deeper – choices not only shape the world but also have a profound impact on the princess herself. Furthermore, Tony pointed out, these decisions can even resonate in the lives of the players beyond their gaming experience.

Not only do other people contain multitudes, not only is it that other people are constantly changing versus static beings, but that’s you, too. A thing that I like to talk about in the context of
Slay the Princess
is the way that, if you haven’t seen people from high school in a long time and you see them again, you can often find yourself reverting back a little bit to who you were then. This is the identity that was given to you. I feel a key takeaway is you can do that if you want, but also, you know you don’t have to be stuck as this person in this context forever. You are able to shape yourself if you just have the will to do it.

Abby elaborated that masses of people can often be difficult to comprehend due to their unique perspectives. In truth, it’s impossible to know how various methods applied to a situation impact an individual. People may present themselves differently depending on their audience, and this is something the princess embodies. More essential than the game’s themes of existentialism and metaphysics, more crucial than its storyline, Abby wants players to grasp that countless minor factors shape the person they interact with in reality. This idea was fundamental to the plot even before the princess assumed her role.

The initial concept for the princess figure was a being you were tasked to eliminate without prior knowledge, due to the fact that her true nature is influenced by one’s perception. This character is designed in such a way that if you are told she possesses immense power, it instills fear. It’s crucial not to approach her with assumptions about interactions or confrontations because she will respond exactly as you imagine, reflecting your own beliefs and expectations.

That’s how the game’s central theme was shaped, and the significance behind the instruction for players to “Defeat the Princess” in the perspective of Black Tabby.

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2024-10-24 18:54