The making of: Rocket League | PCGamesN - Page 2

The making of: Rocket League: Page 2

Rocket League making of

“We were trying to strike a good balance between the spirit and the feel of the original game while also making it a lot more accessible,” says Silloway. “Over the course of our development we were constantly going back and forth between the two extremes. Feedback from [experienced players] really helped us refine some of the controls and see what their reaction would be to it. 

“We tried to strike a balance and really take into consideration all the feedback from the community that we were getting. Throughout, we were constantly evaluating how good our decisions were, what effects they’d have on the game when it came out.” 

Separating the wheat from the chaff became superlative to Rocket League’s development as Silloway and the rest of the team constantly iterated, streamlined and refocused what they’d made before. There was much scope to create a bigger and broader game but in the end paring it down became the real challenge. 

When Rocket League did eventually launch, it took off. When its forerunner had launched in 2008, YouTube was in its dawning years, social media had a far shorter reach than it does today, and streaming outlets such as Twitch didn’t exist whatsoever. Fast forward seven years, and Rocket League’s fan base exploded almost overnight. By the end of 2015, Psyonix’s breakout had been downloaded over eight million times and had accrued over $50 million worth of sales across all platforms.

Rocket League making of

On YouTube, a whole subculture of players have since come together to perform, record and upload tricks and skills, acrobatics and great goals, and it seems this dedicated facet of the game’s fanbase are as committed to showing off their talents as they are playing the game itself.

“This is really amazing,” says Silloway. “They’re taking our idea and really taking it to the limit of where it can be. I actually don’t think we’ve seen all that you can do in the game, which is really neat. The emergent gameplay, it allows you to continue to keep coming up with stylistic shots or saves. It’s just a really good feeling to know that you’ve affected people in this way.”

Another spectrum which has come to greater prominence since Battle-Cars’ release is eSports. Silloway admits the team hoped Rocket League would find its place within the competitive community, but that this prospect would be hinged upon interest - both in playing and spectating. 

“We didn’t want to force it,” notes Silloway. “But the stuff that’s come out of eSports so far has been spectacular and those players that are at the top tier do amazing things with the ball - stuff that I’d have no hope of possibly doing! It’s really cool to see all the eSports expanding and we have some really big plans this year we’re gonna make eSports awesome for Rocket League. We like that the game has become so popular so we’re chasing ideas that will help keep it in people’s minds, keep people talking about it, keep people playing. 

Rocket League making of

“We’re actively looking to enhance the game and bring new features and bring new content that will help that. Again, we have a lot of big plans coming up to really help push eSports to the next level. I would hope that some of those plans will come to fruition in the next couple of years.”   

At its core, Rocket League is football (soccer) with cars. Many of the Psyonix team are sports fans, Silloway tells me, and many of them play in amatuer adult leagues around San Diego. Yet, even if you’ve no interest in football or sports in general, even if you hate sport altogether and have never watched a match in your life, there’s fun to be had in the cage. 

The incremental process of learning how to judge the physics of the oversized ball, of successfully shooting for goal for the first time, or of perfectly judging a high cross, is an incredibly rewarding process. Turning the game into a sport, as it were, allowed Psyonix to create structure: you have a team, you keep a score, there’s a time limit, there’s winners and losers - all of these factors inadvertently add to the fun of it all, even in the event of defeat.  

“You can hit the ball, you can score a goal in your first game playing against other people is really an amazing feeling,” says Silloway. “Especially when you start feeling out the controls and you realise, hey, there’s way more to the controls of this game than you’d originally thought. 

“You can powerslide, you can jump, you can dodge, you can fly through the air and score amazing aerial goals. There’s learning how to be really good at something and mastering a skill, I think really appeals to people. The other aspect is that it can be really competitive with your friends as well.”

Rocket League making of

With online games, an extensive single player mode, battling friends, seasons, dressing up your car in the literally hundreds of customisation options at hand - that range from the sublime to the ridiculous - eSports, and mastering the art of airborne goals to be showcased on YouTube, Rocket League has plenty to offer. Why it’s found success this time round - or even why Battle-Cars failed to do so before - is likely down to timing. Silloway agrees, but remains convinced that they’ve simply managed to show the world what they knew to be true all along.

“I think the biggest reason it’s been successful is just because it’s a great game,” he says. “We put all of our efforts into this game over the last three years, fully-focussed on it with our small team that was working on it. Even before that we’ve been thinking about the game since the prequel. 

“We had all this time from when the original game came out until Rocket League came out to focus on a bunch of community requested features and things that we personally wanted to do with the game as well. We were just able to spend the time to figure out the best possible way to this and we really spent a lot of time trying to make it just right.”

Although failure did cross Silloway’s mind at times, the self-evident amount of effort he and the rest of the team put into finding success was always going to make the journey worth it. Luckily for Psyonix, Rocket League was a success. Luckily for us, they’ll continue adding to it for as long as there remains interest.

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