Hi everyone! If anyone's interested, I interviewed Brooke Maggs, the narrative designer at Remedy about this game at PAX West 2019. Would love for you all to check it out!
Awesome interview, lots of cool details like the female perspective that Sam encouraged and characters. Love that she name-drops Virginia and Hellblade for their storytelling.
OnlySP: So one of the things that stood out to me about Control was that it had a female protagonist. On your website, you mentioned that you also write feminist short stories. I was just curious if you can discuss whether you've brought your background and feminist sensibilities into Control?
Maggs: I would have loved to, but unfortunately, I didn't do much of the writing for her. However, I have to say that Remedy was very keen to have a female protagonist. Our history is largely white male protagonists and they were very much of the opinion that it was about time. That was really encouraging to me, and one of the reasons why I joined Remedy to work on Control. I have to say that, from a feminist sensibility standpoint, Sinikka [Annala], the other narrative designer, and I, had discussions with Clay and Sam about how to represent Jesse and we certainly gave feedback from a female perspective on her, and also on the other female characters.
I love that Jesse is the active female protagonist but she's also not the only woman in the world. I think sometimes we play games and we're like "this is great, there's a main female character" and then the world around her is still largely male; whereas Jesse has Emily Pope to talk to and Helen Marshall, we even meet another character, [Dr.] Underhill in the research sector who is very much doing her own thing quite confidently. It's cool to see there's more than one woman in the Bureau. Also, the Oldest House and the Bureau of Control, we've made quite clear, have largely been operated by men for a very long time.
The point of Jesse being a woman, being from the outside—right from her costume, to how she approaches the unexplained—is contradictory to the Bureau. Everyone is in business wear, and Jesse is in a leather jacket and jeans, and coming in and shaking things up. So that's a cool feminist sensibility that underlies that as well that I really encouraged.
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OnlySP: You mentioned that some games, such as Firewatch and Journey, are examples of games with great stories. Can I ask you what are some of the games that inspire you the most?
Maggs: Recently I've been blown away by Hellblade: Senua's Sacrifice. I think [Ninja Theory] do such incredible things with the story. They do an overlay of live-action, as we've done, and Senua as a character is super interesting. I think the amount of time that we get to spend with her is really well done. Right from the game mechanics, you really feel like things are at stake when you play as her. I think it even works so well that there aren't heaps of characters, really.
I think
Control would be a completely different game if we just spend that amount of time with Jesse, for example. I think the characterization in [
Hellblade] is incredible. More recently I also played a small indie title called
Virginia, which was really interesting with the way the game used camera angles to jump-cut into different parts of the story. You've put me on the spot a little bit! They're the two main ones at the moment that I've enjoyed.