“You don’t have to tell me Pyramid Head’s backstory” – Poppy Playtime’s George Krstic on why less is more in horror
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“You don’t have to tell me Pyramid Head’s backstory” – Poppy Playtime’s George Krstic on why less is more in horror

Poppy Playtime was launched on Steam in 2021, tasking gamers with exploring an deserted manufacturing facility full of terrifying toy-like creatures, together with the enduring, blue-haired Huggy Wuggy. It shortly grew to become a phenomenon: in accordance to Video Recreation Insights, the sport has offered round 3.2 million items on Steam alone, with tens of millions more gamers on console and cellular.

The story of the sport has been continued over DLC, with Chapter 5 set to be launched on February 18. Forward of its launch, GamesIndustry.biz spoke with George Krstic, senior director of artistic growth on the sport’s developer, US indie studio Mob Leisure.

Krstic has a powerful CV when it comes to writing for TV and video games, with a profession spanning EA, Netflix, Nickelodeon, Hasbro, Disney, Warner Bros., and Riot Video games. He spent 5 years as director of story at Blizzard, and most not too long ago, was head of artistic for Dungeons & Dragons at Wizards of the Coast.

Right here, he explains the important thing to Poppy Playtime’s ongoing enchantment, together with Mob Leisure’s transmedia ambitions, together with a movie cope with Legendary.


George Krstic Mob Entertainment
George Krstic

You have been head of artistic for Dungeons & Dragons, so what made you resolve to be a part of Mob Leisure?

I’ve at all times liked horror, I’ve completely adored horror video games. I felt that it will fuse collectively the elements that I really like about literary horror, about movie horror, and it gave you a hand in it: you have been the character, you have been strolling by means of that village.

And the truth that we’re talking to a brand new era of sport gamers and horror followers is tremendous, tremendous energizing for me. Once I was developing, we had our horror movies and sure novelists, and now it is Poppy Playtime for a giant chunk of individuals. It is actually resonated with this new era.

I used to be going to ask concerning the viewers. Who is taking part in Poppy Playtime? Who do you think about if you’re designing?

What’s attention-grabbing is we have a base of youthful gamers, then we have a base of barely older gamers, after which we have a number of of us who simply need to watch streamers taking part in it. So we’re attempting to construct a sport that may be enjoyable for all of these demographics.

And it has been attention-grabbing. It has been difficult. We additionally have gamers who need more horror and less cute, and a few who need more cute and less horror. I liken it to if you’re sitting in a mixing sales space for a movie or a present: you have this huge board and also you have all these sliders. So we’re simply attempting to tune the sliders.

Poppy Playtime is attention-grabbing, as a result of it is type of kiddie-coded with fluffy animals and issues, however really it isn’t for youths in any respect. So how do you handle that stability?

In a means, it is for youths. We have these core pillars that we hew to, and considered one of them is the combination of creepy and cute, proper? There ought to be a specific amount of consolation – stuffed animals and vibrant colors and smiling issues – however then additionally each as soon as in some time, more than as soon as in some time, we present tooth.

We have to at all times discover that stability of creepy and cute. Go too creepy, it is no good: we’re going to alienate folks. Go too cute, and it is the identical factor.


Poppy Playtime sees the participant exploring a creepy deserted toy manufacturing facility.

We additionally have this philosophy that we name weaponized nostalgia. There’s this nostalgia for the Nineties and the early 2000s, so we’re taking all these fantastic feels, and we’re weaponizing them and making them scary. Oh, you want that Toys R Us color palette? Nicely, there is a monster behind that.

By way of your design, I ponder how a lot you might be designing for streamers slightly than gamers?

There are these elements that we name streamable moments. They may be bounce scares, or they may be chases, or they may be these excessive factors in the sport that appeal to consideration. We at all times maintain that in thoughts, however by no means to the detriment of the sport movement or the enjoyable of the sport.

Very similar to a horror movie, it is all rigidity and launch, rigidity and launch. A few of these moments may be launch, a few of them may be rigidity. The takeaway is we would like folks to have interaction with our lore.

It is attention-grabbing how horror is having a second now, particularly in video games. Why do you suppose that is?

I by no means thought horror went away. I do know lots of people are saying horror’s having a second, nevertheless it’s been right here for a very, actually very long time. Horror motion pictures at all times do nicely, horror video games at all times do nicely, fiction horror does nice. It is at all times been round. I feel it simply fuses into totally different types, that are then seen by totally different folks.

I feel horror has been right here with us most likely for the reason that first hearth was created and we noticed flickering shadows on the cave wall, however I feel now we’re discovering alternative ways to discover it. [Poppy Playtime is] nonetheless type of the identical story: like, “What is on the market past the campfire?” After which our minds are a lot more terrifying than what’s on the market. That is the key to terror. It’s miles worse in right here than it may ever be on the market.

I suppose in that sense, do you have to restrain your self by not displaying the creature?

Completely. We speak about Jaws lots, we speak about Alien lots.

There’s one other facet in a few of the Jap storytelling: you don’t get a solution to the whole lot, and that is OK. In a few of the cosmic horror literature, you are not held by the hand, you are not informed what occurred to that village, or the place that outdated god got here from, or what the motivations are, and that is OK.


Chapter 5 of Poppy Playtime is set to be launched on February 18.

I do know generally in Western storytelling, particularly on huge franchises, we would like to flip on the lights on the whole lot. That is anticipated and nearly wanted. And that is one thing that we might like to push again on a bit bit. Should you flip on the fluorescence at 100%, all of the thriller is gone.

Our minds have an infinite funds and infinite schedule – we will not compete with that, particularly as an indie sport firm. So one other considered one of our pillars is, “by no means flip on the lights 100%”. Sure, we have a narrative, sure, we all know the place we’re going, but when we tell you the whole lot, what is the pleasure in that?

Increasing on that, I am questioning how a lot of the fear is in the lore itself – how a lot of the sport lives off display screen?

That is a very good level, and that is completely true. In our sport, we have all these lore drops, we have VHS tapes, we have audio tapes, we have notes, and so on., and a number of that has occurred in the previous or off display screen. And we see that as one other path to convey the story and the fear in ways in which don’t gradual or cease the sport fully.

One thing that I at all times struggled with in the previous with a few of these different IPs is how they’d actually cease the sport, cease the motion, and then you definately would have this lengthy cinematic that you can not skip, and it will simply lore at you. Typically if you’re in the movement of a sport, you don’t need the choice to be taken out of your arms. I am going to come again and watch that fantastic cutscene that you simply spent $50 million on later, however proper now I want to get to the subsequent stage.

I suppose there is that suspension of disbelief although, as you are pondering, “What number of VHS tapes or audio diaries do folks drop?”

You positively have to droop your disbelief on a number of elements. However I feel a few of the greatest horror logic breaks down in a constructive means. The movies of Panos Cosmatos – Past the Black Rainbow and Mandy – these movies are joyous. I really like these movies, however the logic is fuzzy. I feel additionally for some Japanese horror video games, the logic is fuzzy.

It is OK to have these fuzzy edges. You don’t have to tell me Pyramid Head’s backstory. I don’t want to know the place he was born. And in reality, when you tell me that, it type of takes that phantasm away.

What sort of transmedia avenues are you exploring for Poppy Playtime?

We have a cope with Legendary to work on a characteristic movie.

Is that stay motion or animation?

We don’t know but, it is actually early days. However what I can say is, having labored on variations in the previous, Legendary have been superb companions. They actually perceive the IP, they actually care. And it is type of distinctive, no less than in my expertise, that you simply have companions who’re shoulder to shoulder with you on an IP. And so they additionally perceive horror. We don’t have to lead them by the hand. So it has been fantastic.


The player has to solve various puzzles in Poppy Playtime using the toy-like GrabPack
The participant has to resolve puzzles in Poppy Playtime utilizing the toy-like GrabPack. | Picture credit score: Mob Leisure

After which we additionally have a cope with Scholastic for some print publications. We already have a guidebook that is out now, however we’re trying ahead to publishing more issues with them.

As a small indie studio, we’re embracing it as a lot as we are able to, as aggressively as we are able to. Our gamers and our followers are asking for more methods to join to the IP, which we would like to discover.

It strikes me that the standard of online game motion pictures has actually improved through the years, maybe as a result of the folks now commissioning and creating the flicks are players themselves. Have you ever discovered that?

What I’ve discovered is that we now have a standard lexicon. Previously, once I first began, there was a chasm of understanding between the industries. However now you discover that if you communicate to of us, you don’t have to go, “Oh, you guys could not know, however there’s this factor referred to as Silent Hill.” They’re like, “Oh, I performed one by means of 4 with my child, and I produced one of many motion pictures.” And you are like, “Okay, nice. So we don’t have to have these conversations.”

“Once I first began, there was a chasm of understanding between the industries”

I discovered that to be an exquisite revelation. It is such a load off if you sit down and you are like, “Oh, we communicate the identical language.” And so they perceive that we all know our viewers, we all know our participant base, and so they belief us after we say, “Hey guys, I feel this is going to be anticipated.” They’re like, “Okay, cool.”

There’s that belief, there’s that frequent lexicon, as a substitute of, “Hey, I have been making motion pictures for 50 years, I do know what I am doing.” And the opposite aspect is like, “Hey, I have been making video games for 50 years, I do know what I am doing.” After which there isn’t any dialog. I have been in these conferences. It is not nice. Fortunately that hasn’t occurred in the final ten years.

What can we glance ahead to in Chapter 5 of Poppy Playtime?

We’re very enthusiastic about this one. We’re going to discover some new elements of the sport, some elements of the lore. There are some questions that have been lingering by means of the earlier chapters that we’re going to get into right here.

I suppose it is nearly such as you’re working on a cleaning soap opera or a TV sequence.

Sure, it completely is. And that is the factor that basically drew me to Poppy. I come from an episodic narrative background, proper? Episodic TV, comedian books, and so on. So this is like hand in glove for me. I completely adore it. I perceive it.

We would like to give everybody sufficient of a meal per chapter to be glad, but in addition they need to see what’s coming subsequent.

How far forward are you planning? A couple of chapters down the street?

We try to plan as far in advance as we probably can. Clearly, we have a small staff and we’re an indie studio, so we don’t have the luxurious of another IPs, however we do like to see down the street a bit. And I feel that is important for any horror expression or any style expression.

We have seen in the previous with sure IPs the place they clearly did not know the place they have been going, and generally they rushed it, and generally they did not have a clear reply. So we’re attempting to keep away from all that. We’re asking a number of questions early, so then our devs know the place they’re constructing.

This interview has been edited for size and readability.

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