

There was a fan-created - It's kind of become the authority and I'll give a shout-out to NorseHound who is now actually involved in the games industry - that has essentially become the canon of the Homeworld universe and it's this fan-created map. But there are actual things that show up in the game, too. The story is different now, but we would have given credit to that user if we did go down that path. There was actually a version of the Homeworld 3 story that we were discussing for a bit (but the story is different now) that I love, that actually I saw on a Reddit post and I was like, "this idea is f****** great!" And I pitched that to a couple of folks. And to the second part of your question, whether or not we've been inspired by fans? Absolutely. We fully acknowledge, though, that our fans love it, and they love interacting with it. McGuire: We haven't actually announced UGC, we'll revisit user-generated content. Will Homeworld 3 be supporting user-created content? Have you guys ever taken any inspiration from things that the fans have put together? Q: The Homeworld games have always had a remarkable modding community. So what we've been focused on is really making sure that the strategic experience and the way that players make decisions throughout the campaign experience is super important and feels just the same as a previous Homeworld game where you make a strong decision, and it really carries through for you and really feels good or very bad, depending on how good you are. If you go out into the depths of space, you're going to be much more vulnerable to attack. And with that point, when we first started talking about the terrain and terrain gameplay, we started digging into the idea that the space between terrain was really the dangerous spot, right? And the same way in a coral reef, you can sort of hide in among the bits and pieces.
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We have been really focused on how to make terrain augment the classic Homeworld experience. Homeworld has always been about an immersive strategic experience, and really bringing that to the player and making them feel as though they're really lost in the expanse of space. Neale: To Rory's point, he's sort of detailed the story a little bit, but I'm gonna jump in it from the gameplay side. Is that something you guys are leaning into again for Homeworld 3? Q: Homeworld tended to have a reputation for being fairly relentless as far as difficulty, which really suited the Hiigaran underdog story of the last vestiges of their race trying to get through this hostile galaxy. It's a bit of a technical marvel, and we're really proud of what we're putting together. So some of the things that you saw in the playthrough like being able to interact with cover and terrain and fly through areas, Homeworld 2 and 1 don't have any of that stuff. So many of those things that we wanted to do couldn't be done back then, and now we're able to do them. And I feel like the way that we went creatively with the cover and some of the things that we're doing with the story was actually one of the things we wanted to do back in the Homeworld 2 era 20 years ago. As soon as we shipped Deserts of Kharak, we started talking with our partners at Gearbox, and there were lots of different potential ways we could have gone. When we ship, it'll have been 20 years since the last major entry, at least in the space side of the franchise. Many of us worked on Homeworld 2, and many of us were also working on Homeworld 1. It's something we've been thinking about or discussing in some capacity for over 20 years. Not quite a dream come true, but a dream brought to life. Q: Can you share a little bit about what it feels like to be working on Homeworld 3 so long since Homeworld 2 was released? RELATED: Homeworld 3 Release Window, Gameplay Footage Revealed The interview has been edited for clarity and brevity. Recently, Game Rant had the opportunity to play two missions from an early build of Homeworld 3, followed by a conversation about Homeworld 3's development, design choices, and influences with Blackbird Interactive's Chief Creative Officer Rory McGuire and Associate Game Director Kathryn "Kat" Neale.
