Hi Everyone,
Here we are at the final of four newsletters on Signet City’s influences, and some of the media and ideas that have been stirred into the melting pot for my new project. If you missed any, you can see the posts indexed below:
Reading the City - Literature and poetry
Visualizing the City - Film, comics and photography
Listening to the City - Music
Today’s final newsletter is Playing the City, a set of videogames and tabletop games that have shaped the development of Signet City from when it was an idea, to where it is at today, past the halfway point of its development. As always this list is non-exhaustive, but a curated peek behind the curtain!
This time I wanted to zoom in a little closer: games can be such massive objects—aesthetic, sonic, narrative, systemic—to say a game as a whole influenced me is less true than saying that some particular part of it left its mark. I so often find inspiration in the details of games, in single systems or ideas that feel potent and open to expansion or development. Part of In Other Waters conception, for example, was drawing ideas from the scan visor of Metroid Prime and the gorgeous topogrpahic maps of Destiny and using them not as subsidary systems, but the central pieces of the project.
So here I am once again going to break my influences into three sections, with one main influence and two related influences, where I will pick out just one element of the game that I drew inspiration from. I would always advise those interested in making games to play widely, and with attention to the details, you never know what small system or moment might inspire a whole project in you.
WHISPERS IN THE STREETS
Dishonored | Arkane Studios
I don’t know if there is a series of games whose cities have fascinated me more than the Dishonored games. So richly layered, so elegantly stylized and so cleanly refracted from the capitals of empire of our own world, they feel deeper than any other simply in vibes alone. Dishonored and its sequels are deeply connected to Signet City, in the same way that Mass Effect 2 is connected to Citizen Sleeper 2 or In Other Waters to Metroid Prime: not in pure replication, but instead as a springboard towards my own creation.
If I were to choose a single element of Dishonored that feels like it sparked something in Signet City, it would be The Heart, an equaippable item that you only need squeeze to be fed a poetic whisper straight from the soul of Dunwall. You can point it at places or people, and it gives them all a sense of interiority or history. “The ale here is sweetened with honey to hide the taste of river brine,” the heart might hiss. I love the idea of pulling threads out from the city like this. Its a magic act repeated again in Death of the Outsider with its rat whispers, and in Signet City it is the starting point of the idea of a whole game where you search for these reasonant moments in a decaying, layered city.
Disco Elysium | ZAUM - though people often compare my work to Disco Elysium, I do think there are elements of my approach, style and intent that are different. However, I have always loved, just like Dishonored’s heart, the way the Shivers skill lets the city speak to us, in the most beautiful ways.
Blades in the Dark | Evil Hat - Blades influnece on my work is well documented, but for Signet City it is the city map, with its districts and factions that I feel the strongest influence from. Theres something so elegant in its minimalism, it seems to ask, what is the optimum amount of information you need to tell a story in this city that is both true to the setting and still your own.
LIVING ART
Mundaun | Hidden Fields
Mundaun is a very special game, a grotesque and yet gorgeous paper puppet show about a cursed mountain and the shadow its history casts over a remote village. There are many special things about it, from its haunting exploration, to its spiralling narrative, but it is its aesthetics that I can never tire of. Rather than trying to look like a drawing, Mundaun is a game made of drawings.
At the heart of this are its textures, each sketched in pencil by the game’s creator Michel Ziegler. I love the way that at a distance they are a part of the whole, this monochrome mountain scene, but when you get close they collapse into gestures and marks captured in graphite. Charred wood and even skin becomes heavy marks, while tiles are sketched in precise grids. It gives an uncanny quality to the game that has been on my mind as I have been shaping the aesthtics of Signet City.
Half Life 2 | Valve - Another Viktor Antonov concepted city, along with Dishonored’s Dunwall, City 17 is one that has lived in my mind since launch day. But it’s the city’s skyboxes—the citadel cutting through clouds, the socialist blocks at the canals edge—that serve as the canvas for my imagination. Something I hope to provide the player with in Signet City.
Despelote | Julián Cordero, Sebastián Valbuena - One of my favourite games of the past few years, Despelote is a beautfully heartfelt trip into its creators childhood, and role football played in it, but it is the character sprites that inspire me the most, hand drawn in a simple style that helps them pop among the photo-textures that capture the city of Quito.
DAY BY DAY
Alien Squatter | Andrew Hagen, Shea Kennedy
An RPG that should have sparked a revolution in the genre if there was any justice in the world, Alien Squatter is a hidden gem in the truest sense where you must productively spend your days in an alien migrant camp as you try to beg, borrow and steal a pass into the city. It is written with incredible heart and humour as well as a deep awarness of what it means to live in poverty, but it is the game’s loop that I find so brilliant.
Each day you have a limited humber of “steps” to walk around the camp, taking on tasks, getting into random battles with cockroaches, stealing, begging, chatting and scavenging. The more you eat during the day, the more steps you’ll have during the next one. It is tight to the point of restictive, but gives the game a compelling rythmn of overlapping short, medium and long term goals, while still allowing for surprises. As I have found with Signet City it can be so hard to get a day loop right in a game, but Alien Squatter is a brillaint example.
Diaries of a Spaceport Janitor | Sundae Month - Many of you will know the influence this game had on Citizen Sleeper, but one element I love that fits in Signet City where it didn’t in Citizen Sleeper, is its days of the week. Both an elegant way to give a world depth and a way to give the players variety and rythmn, I could never get enough of the way Theday parties and music were always naturally followed by the trash-strewn streets of Onday.
Before the Green Moon | Turnfollow - A farming sim that is less interested in bucolic fantasies and more interesrted in the downtrodden community at the foot of a space elevator, Before the Green Moon is another exceptional but overlooked game. There are many parts of its subtle narrative and world I love, but it is actually the rainy season, with its natural progression from drizzle to downpour, that I adore. Farming games often treat seasons as distinct, with hard boundaries that don’t reflect reality. Before the Green Moon instead stages an constant transition from wet to dry and round again that makes its world feel real.
So there you have it, nine games that all played their part in my process. Together, with the books, photography, film, comics and music, I hope you will find something to love while you wait for Signet City.
With this foundation set, this newsletter will now be turning to news and updates about the game itself. you have all been very patient, but I wanted to take my time with explaining the project to you all and give you an insight into my process. Most of the reveals around the game will be coming in 2027, but I may be back for one more newsletter before the year ends.
Until then, wrap-up warm and be well,
Gareth










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