In independent video games the norm is failure, not success.

For me, this sentence doesn’t sound entirely like the full truth. It is true that most games are commercial failures, but that does not mean that they have not been successful in other aspects such as personal satisfaction, learning or the human experience of their production.

Even commercially, this sentence sounds more like a warning than the truth. For a game to be successful it must be good, the communication must be good, the general timing must be good and all the people who work for the project, whatever their position, must be talented and invested. This is rarely achieved.

The synchronization of all these elements is simply very difficult point to accomplish.

First of all, you have to distance yourself from your team and your studio to determine what your strengths are. We learned a lot from the release of Isbarah and Wondershot. In our opinion, we thought that we raised to a level of accomplished professionals. It wasn’t false, but it was also far from the truth. We have been fortunate to have lived through intense years of prototyping, research and development [which will be the subject of another post] that have really brought us to a high level in terms of game design, programming, tools and production methods.

From that moment on, we had a clear vision of our goals, strengths and weaknesses.

Being big fans of the comic book Watchmen, we thought we could work on the relationship between man, AI and machine in a similar universe.

This comic book touches the human soul and exposes it. We wanted to move in this direction so we worked on a game concept where you play a “Tony Stark heroes type” in a Watchmen’s universe.

You didn’t play Tony Stark, you played the AI of his armor. You were taking care of your hero and trying to guide him to be a better man and hero.

This concept was terribly attractive – and we hope to do it one day – but was irrelevant in terms of budget for us. So we thought about extracting the very essence of this concept: indirect control of the gameplay.

We kept the relationship between humanity and AI, and the indirect control of the gameplay but we transposed it to a indie scale that we can achieve.

And this is how I AM LEGION was born, a game of management and reflection where you manage a fleet of robots indirectly, by programming it to reconquer a futuristic city that illustrates our hesitations and contradictions with regard to AI and robotics.

And we hope you’ll love this game!

– Aurélien