“We really wanted to find an interesting mix ofmanagementand narrative in the gameplay,” Jauneaud tells me.
“Our main inspirations were, of course, games likeTheme HospitalandDungeon Keeper.
Its really important that our games are about meeting people you wouldnt in real life.

So thats what we wanted to do with the service station.
“Are we going to lose this game now?”
“Just after I said it was un-losable?”

There’s a similarly laidback approach to the game’s end-of-day graphs and stats.
After all, it’s the AI who’s the real brains of the outfit here.
However, while Hal puts forward a good argument, our guiding AI isn’t best pleased.

Those are like end-game endings.”
Its not going to happen in one day, and to me the whole game is about that.
Technology is not going to save us.

Its really how we are managing technology and how we are using it."
Thats how our tech tree works.
Its starting to become very, very problematic for us, so we have to hurry up now."

One of these problematic elements is the game’s inclusion of “suicide booths”.
“Do I want a guy to build a tunnel under Los Angeles?
Probably not, but Im not going to do anything about it.

Technology is going to win without our input.
As a French person, I think it should be normal.
You’re in the middle of that.”

And it goes with the example that weve seen, with this character asking to live forever.
Yeah, technology will probably offer that at some point, but is it a good idea?
Should we do it just because we should?

Thats the main topic of the game."

