King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

As a seasoned game developer with years of experience under my belt, I must say that King of Meat‘s user-generated content system is nothing short of genius. It’s like they’ve taken the chaos theory and applied it to game design. The ability to create levels without feeling like you’re doing work is a game changer (pun intended).


During Gamescom Opening Night Live, it was unveiled that “King of Meat” is a multiplayer hack-and-slash game. Developed by Glowmade along with Amazon, this game immerses players in a sequence of peculiar dungeons set in the fantastical-sci-fi world of Loregok. The premise revolves around individuals competing in a globally televised gauntlet known as “King of Meat,” where they seek their fortunes.

As a gaming enthusiast, the moment I saw the trailer for King of Meat, it instantly caught my eye with its lively, humorous vibe. It’s evident that the developers behind this game are truly invested in their project, and that was even more apparent during my chat with Jonny Hopper, studio head, and Mike Green, creative director, from the King of Meat team. Here’s a condensed and clear version of our conversation.

The Origins of King of Meat

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

Q. Where did the name “King of Meat” come from?

User: This question is fascinating, as no one seems to have a definite answer or recollection about it. Initially titled “King of Meat,” there was a proposal named “What if we don’t call it King of Meat?” All the suggestions in that document were deemed unworthy, so the truth remains unknown. However, despite the uncertainty, it seems to be the appropriate title for the game, as far as I’m concerned.

We had assumed it would transform, yet it turned out to be such an absurdity, but it could only ever be as it is.

Some collaborators have asked us, “We appreciate the code name, but what’s the actual name?” To which we respond, the given name is indeed the one.

Q. Do you see King of Meat as the type of game that would have a lot of collaborations?

Grace: This game is truly captivating with its unique style. All elements work seamlessly together, yet there’s an intriguing sense of potential expansion. For now, it’s not the focus of our discussions, but what matters is maintaining consistency within the game’s universe and IP. We have some exciting ideas brewing that we hope to explore someday! Stay tuned!

I don’t know if you know much about WWE, but “Meat” is a common chant. There’s one guy named Big Bronson Reed who is all meat. Since I’ve heard King of Meat’s name, I haven’t been able to disconnect the two. He needs to be in the game.

Me: Isn’t it interesting that we share this interest? About six years back, our brainstorming session over favorite things led us to “Labyrinth,” the classic film by David Bowie and Jim Henson, as well as WWE. It occurred to us then: could we blend these into a unique creation? I’m glad you saw the connection!

What Informed King of Meat’s Distinct Sense of Humor

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

Q. How would you describe King of Meat’s approach to humor?

Alternate Formulation: Mike serves as our creative director. During gameplay, if an innovative concept arises, his reaction often leans towards “That’s quite foolish, but let’s try it out!” This approach seems typically British, I guess. In simpler terms, we draw inspiration from games like Fable and similar humor styles. We don’t strive to create satire; instead, we find enjoyment in the world we’re developing, and sometimes that means adding a touch of whimsy.

A substantial part of it comes from the team too. I’m a fan of British humor, especially its quirky, somewhat eerie side. We brainstorm a lot and try to guide the ideas towards a particular path, but the team understands the game well. It was simple to propose, as people seemed to grasp it quickly. It’s like saying, “I believe we should go this way,” and they agree, “I think you’re right, I think we should.”

Speaker: Initially, there was just a single jump. Someone suggested a double jump, then someone else proposed a triple jump. Then the question came up, “What if the triple jump ended in a belly flop?” That might sound silly, but it’s quite entertaining. Our game programmer, Sam, wondered, “What if performing a belly flop caused some damage?” I then thought, “In our game, when a character gets poisoned, could a belly flop be used to get rid of the poison?” Many creative ideas like these arise from such systems.

We spent some time perfecting the jump, trying out both Luigi’s and Yoshi’s jumps until we found the ideal one.

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

Regarding the humor in the commentary, it’s crucial to note that the commentator plays a significant role in it. The man known as Al Doyle is the voice actor who improvises much of it. Interestingly, he and Lewis, the audio producer, initially had casual conversations at a pub, which led to the creation of these humorous elements. Surprisingly, this spontaneous banter has greatly influenced the overall mood of the matches.

A few weeks back, there was a recording made. It was only of him throat-clearing. Honestly, I’d never found anything more absurd, yet it was utterly hilarious.

How King of Meat’s User-Generated Content Works

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

Q. User-generated content is a huge part of King of Meat. How granular can this system get?

New Version: The concept of this system revolves around the difficulty in creating something undesirable. To begin with, you create rooms, which essentially serve as a play area. Each room has its own setup and can be modified in various ways such as altering floors, adding enemies, setting up traps, redecorating, or even changing the logic. You can arrange these elements sequentially to form a level, and each sequence is considered valid, although it may not be particularly good.

After that, consider revisiting the design of the floors, perhaps by setting ablaze certain areas, incorporating hammers and spikes, and then jumping right in. You may begin your level from this point and test it instantly, allowing for continuous iteration and testing without ever perceiving it as labor. Furthermore, you can switch to Logic Mode, which demonstrates the connections between all elements.

In this setup, you can establish conditions and behaviors if desired, but it’s not necessary. We prefer to have these features geared towards experts, while ensuring that each time an object is placed, it functions as intended without causing any hassle.

There’s a giant spinning spike trap, you can just throw it down and it’s cool. There’s a hammer, you just put it in there and it swings and knocks you about; but then, if you want to, you can set it up to be triggered by a thing or spawn bad guys. It is granular, but we don’t force you to be really deep with it.

We anticipate that both beginners and experts will find this useful, although experts who enjoy experimenting may discover new possibilities that we haven’t considered yet. It promises to be an engaging experience.

King of Meat Devs Talk British Humor, Offbeat Inspirations, and More

Q. Is King of Meat gameplay-first, or is there more lore than meets the eye?

John Doe: Even though I may not be aware of every character you’ve encountered, it only scratches the surface of what this universe has to offer. The real-time gameplay is crucial since, despite our ability to create intricate worlds, if I’m not enjoying my dungeon explorations, then the purpose becomes questionable.

From a broader perspective, we have an array of intriguing personas and corporations at our disposal in this live game. One of the exciting aspects is crafting these storyline milestones gradually to delve into some of these elements, such as redesigning the plaza, launching new campaigns, or organizing special events. There’s plenty of room for creativity. We certainly have a lot of plans in store that we’re eager to implement.

[END]

King of Meat is currently in development for Nintendo Switch, PC, PS5, and Xbox Series X/S.

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2024-08-29 16:24