Stellar Jockeys, the development studio behind the hardcore mech simulator Brigador and its upcoming sequel Brigador Killers, believes that intentionally designing their games for a niche audience is crucial to their creative vision and long-term viability. The studio's lead artist, Jack Monahan, and lead designer, Hugh Monahan, shared their perspective on the balance between approachability and depth, and why catering to a broad market isn't always the most artistically honest path.
Brigador, the studio's first title, initially struggled with sales but has since gained a cult following. This experience has informed the developers' philosophy on creating games that may not appeal to everyone. "I think we make boy slop, but that's okay," Jack Monahan stated, referencing a sentiment from a content creator who found Brigador Killers' focus on mechs unappealing. He emphasized that "somebody's got to do it," suggesting a willingness to embrace specific, often complex, design elements.
The Monahans liken their design approach to reading comprehension, drawing a parallel between Ursula K. Le Guin's accessible yet deep science fiction and Fyodor Dostoevsky's more challenging literary works. Hugh Monahan suggested that while Le Guin's work might be comparable to a game like Baldur's Gate 3, Dostoevsky's could be analogous to titles such as Daggerfall or Fallout. This analogy highlights the idea that complexity does not inherently preclude accessibility, but rather defines the target audience and the necessary player investment.
Jack Monahan argued that games born from genuine passion, rather than focus-tested homogenization, are more valuable. He suggested that attempting to predict and deliver what is perceived as market demand can inadvertently lead to developers projecting their own assumptions onto the audience. "When you're trying to deliver what you think people want, you're actually holding a weird mirror not to them, but to yourself," he explained. He also noted that a creator's personal style inevitably surfaces in their work, citing his own tendency to imbue game characters with similar facial features as an unintentional but unavoidable artistic signature.
Hugh Monahan elaborated on the role of challenge and complexity in fostering community. He posited that difficult games, such as Dark Souls, cultivate strong, dedicated player bases precisely because overcoming obstacles creates a shared experience and an implicit sense of community. "You actually need some of that friction in order to help build more of an identity amongst the players," he said. While acknowledging the barrier to entry that difficulty presents, he believes that the reward for overcoming it strengthens player investment and identity.
Brigador Killers is slated for release without a firm date, but a demo is available on Steam, where the original Brigador is currently on sale. One notable mechanic highlighted in Brigador Killers is the ability for players to exit their mechs during gameplay, adding another layer to the game's intricate design.