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‘We’re playing game designs from 2005 still’: Caves of Qud’s co-creator wants to build new kinds of sicko gameplay systems that’ll use all the processing potential being left untapped


Caves of Qud is famously complex, simulating a surreal science-future where your player character can sprout new limbs at a moment’s notice, apes and crabs have shifting reputational dynamics with one another, and a concrete wall can gain full personhood through items that grants sentience.

But in an interview with PC Gamer, Qud co-creator Brian Bucklew said even Freehold Games’ systems-heavy procgen roguelike is only scratching the surface of the processing and networking capability of today’s computer hardware. As Freehold starts looking forward to future projects, Bucklew’s programming fascinations are focused on exploring what gameplay systems would look like if they made full usage of the abundant computing power that, so far, has largely gone unutilized.

(Image credit: Freehold Games)

“I think games haven’t really—at least in the triple-A space—caught up with how powerful both compute and network have gotten. A lot of games are still one megabit games as far as your network down, but everybody’s got a 25 megabit downstream at least—a lot of people have one gigabit down, right?” Bucklew said. “What happens if you saturate that with gameplay?”

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