Two video games and a pandemic later, Two Point Studios not too long ago launched the subsequent sport in its management sim franchise – Two Point Museum.
However in a local weather stuffed with simulation titles throughout numerous genres, there is definitely a problem in standing out. With that in thoughts, Two Point’s design director Ben Huskins tells GamesIndustry.biz that the group had a number of methods up its sleeves to set them aside from the relaxation.
“For us, there are a few issues we do to distinguish the Two Point video games from different management sims,” he says. “Firstly, we completely lean into the indisputable fact that we do not take ourselves too severely – we’re not attempting to simulate actuality. This enables us to combine grounded components with issues which are way more wild and great, and we will take as many liberties as we have to make one thing enjoyable.
“Our little individuals are packed filled with persona and appeal, and so they’re nearly cartoonishly expressive in a approach that concurrently helps convey what’s occurring in the simulation and in addition gives these moments of comedian reduction.”
Persona is a technique Two Point’s video games are distinguishable from its opponents, however the developer continues to be confronted with the problem of interesting to gamers who aren’t conversant in earlier video games in the collection.

Huskins explains that the group thinks about the several types of gamers that take pleasure in management sims, which embrace everybody from “manic managers” that need to management each element to “decorators” that vibe with creativity and customisation.
In addition they contemplate what followers need from the sport and examine that to the wants of latest gamers – it is all about sustaining a steadiness between familiarity and ease of entry.
“It is a approach for us to check our choices alongside the approach – we’re not being massively scientific about it,” he notes. “There’s numerous overlap between these totally different teams and playstyles, nevertheless it’s a helpful thought experiment as we’re designing every function.”
The group tends to concentrate on the opening hours of the sport to introduce core options, then concentrate on how they will add extra step by step with out overwhelming gamers.
Huskins emphasises that first impressions imply the whole lot, even for followers who’re versed in how these video games work. Two Point desires to subvert expectations with their video games, whereas additionally holding it acquainted.
“Finally, our objective is to be sure that a extra superior participant can get to the depth of the sport at a tempo that is satisfying to them, however a extra informal participant would not really feel overwhelmed,” says Huskins. “It is a problem, nevertheless it’s one thing that is necessary to us. So we’re eager to take a position that point getting it proper.”
“The opposite factor we concentrate on is ‘accessible depth’. Management sims sometimes have numerous complicated methods, which all the time make it difficult to onboard new gamers with out overwhelming them. With each function we design, we take into consideration how we will layer it on to introduce it to gamers, and the way it will attraction to totally different playstyles.
We’re eager for anybody to have the ability to decide up our video games and really feel at house instantly, then step by step introduce them to the depth as the sport progresses in order that inside a number of hours they’re spinning plates in a approach that they by no means imagined.”
“We completely lean into the indisputable fact that we do not take ourselves too severely”
This interprets to particular options inside the settings of every sport. For Museum, it is about exhibitions, expeditions, and ensuring the museum runs effectively.
“[Accessible depth] was actually helpful as we had been discussing our strategy to ornament and customisation inside Museum,” explains Huskins. “We needed it to be satisfying for artistic gamers who could also be targeted on making an exhibition area look nice, however at the identical time serve a gameplay objective that makes ornament partaking for gamers who’re extra targeted on attempting to make their museum extra worthwhile or run extra effectively.”
As with every management sim, Two Point develops its video games with a posh system that gives detailed management to gamers.
To develop this kind of sport system early on, Huskins says the group makes positive it has “iteration time” to concentrate on prototyping and experimentation early on earlier than specializing in new options and mechanics.
“Having the ability to play one thing, nevertheless tough and prepared it’s, permits us to start out studying about what’s working, what’s not working, and what’s resonating with us internally – iteration is essential all through improvement,” he says.
“If one thing is not working, we’re not afraid to revamp it. For necessary options, we’ll construct that iteration time into the plan as early as potential to verify we give ourselves time to get it proper.”
Two Point’s concentrate on iteration could be seen in how the group has constructed every sport in the collection utilizing the identical base idea of a management sim, but additionally the way it’s differentiated them from one another. Not simply in setting, however in the methods gamers work together with the sport extra broadly, to keep away from merely reskinning what’s come earlier than. .
“With every sport we resolve early on what the most necessary options are, and the place we need to focus our consideration,” notes Huskins. “Every part is designed with these pillars in thoughts. We wish every sport to face by itself, so it is necessary for us to search out these distinctive hooks that differentiate it not solely from our earlier video games, but additionally different video games out there [in the same genre].”

The distinctive hook this time round for Museums is expeditions – a function the place gamers ship groups of employees off on treasure hunts to gather objects and artefacts to put in exhibitions.
“Proper from the begin, we knew the expedition system was going to be key to this sport – that sense of exploration and discovery, and in addition having an elevated concentrate on creativity and customisation,” says Huskins. “As we designed the sport, we saved going again to these high-level concepts to verify the whole lot strengthened these components: artistic freedom and that feeling of discovering.”
The exhibition system was impressed by the Speedy Restoration DLC for Two Point Hospital (sending groups of paramedics out to rescue sufferers) and the archaeology course in Two Point Campus (the place college students go to dig-sites and uncover historical artefacts).
“The mix of these two issues grew to become the seed of the concept that finally changed into our expedition system,” he clarifies.
“We knew the expedition system was going to be one in all the [main] options of the sport, but additionally that it might require a lot of experimentation. The primary model was tremendous primitive – you’d click on a button, a progress bar would replenish, then a random exhibit would seem in your stock. It was sufficient to get us going, and we saved including extra layers from there.
“We ended up doing about 15 iterations of the expedition system, every one educating us a bit extra about what works finest for the sport and including additional layers of technique.”
Two Point has been making these video games, that are interconnected and set in the fictional Two Point county, for 9 years.
“We wish every sport to face by itself, so it is necessary for us to search out these distinctive hooks”
Every sport has helped the subsequent one enhance, with Huskins emphasising that Museum would not be the sport it’s with out the learnings taken from Hospital and Campus.
“Hospital taught us quite a bit, each from a improvement viewpoint and the design of the sport itself,” he explains. “We realized about the best way to make a sim sport that is approachable, the best way to ease gamers into the sport and step by step introduce them to deeper management mechanics as they progress.
“Likewise, the best way to design a consumer interface for a sim sport that retains it pleasant however offers folks the stage of management they need from a management sim.”
Talking of explicit classes realized, Huskins remembers how the console model of Hospital launched 18 months after its PC debut in 2018.
He emphasises it was an extended hole, nevertheless it gave the studio “time to determine out how video games ought to play with a controller” and that “these learnings have carried by way of to all the video games since.”
With the baseline of Hospital, the group had been capable of flex their artistic muscle groups on Campus – particularly with participant customisation.
“Gamers had extra freedom to design their very own buildings, adorn inside and outdoors, lay down paths and terrain,” describes Huskins. “This was an actual stepping stone in the direction of the expanded customisation instruments in Museum.”
The distinction in improvement for Campus was that it was largely accomplished remotely, as we beforehand mentioned with the group throughout the making of Museum final November. In addition they needed to cope with releasing the sport throughout a number of platforms for the first time at launch.
“That was an actual problem at the time, however a useful expertise going ahead,” says Huskins. “Put up-release we additionally dabbled in modding and user-generated content material in Campus – this laid the groundwork for the modding we now have in Museum at launch.”
“Museum is absolutely the end result of the whole lot we have realized from Hospital and Campus. Way more freedom constructing and a massively expanded suite of artistic instruments. Extra management depth, taking the finest bits from each video games and evolving them to suit the gameplay of Museum.
“Even the construction of the sport has advanced, taking what we realized from the three-star system of Hospital and Campus and reimagining it as one thing extra open-ended, much less linear, and extra about participant selection.”
Huskins continued: “This felt like the proper sport to try this. We needed gamers to develop connected to their museums, giving them causes to return and making it really feel worthwhile investing the time to design and refine the exhibition areas. Employees really feel extra necessary than ever too, combining concepts from employees management of Hospital and with the pupil nurturing of Campus, and including the perils of expedition.”
“We’re eager to maintain shocking gamers with every new sport, so we’d not do what folks count on us to”
Talking of gamers, Huskins emphasises the significance of group suggestions in inspiring and pushing the path of every sport. Participant strategies make it into every iteration, which in turns makes the title distinctive in comparison with the final.
“We thrive on group suggestions,” he says. “There’s quite a bit we have realized from each Hospital and Campus that we have been capable of apply to Museum, each from a improvement viewpoint but additionally in phrases of resonating with our gamers and what gamers need to see in our video games.
“We get numerous nice strategies from the group, and a few of these we have been capable of incorporate into the current video games by way of free updates and DLC. However some we carry on the backlog of concepts for future video games. In Museum, we have been capable of embrace fairly a number of options requested for earlier video games, reminiscent of employees zoning and colour-customisable objects.
“In fact, we’re additionally eager to maintain shocking gamers with every new sport, so we’d not do what folks count on us to.”
