The Vision behind the Pegasus Expedition - DevDiary 7
Greetings Directors!
The Pegasus Expedition launches into Early Access tomorrow and the final episode of our dev diary series is here as well. After music, graphic inspirations, story and more, the developers decided to reveal their vision behind the game. Have fun and don't forget to check all the previous parts to fully understand The Pegasus Expedition.
Previous installments:
The themes of The Pegasus Expedition revolve around the grim reality of ends justifying the means, and how much is simple survival as an end going to justify. With the features forming the story-driven side of the game, such as the game’s dialogue and cutscenes, we had a chance to create a different kind of world conquest experience: one that is not very clean or pretty. Numbers and statistics don’t do all the talking, but there are actual people you have to answer to. We wanted to show how conquering the world could really happen and feel like.

To support this, there are, for example, multiple ways of waging war in the game. The nice way is the hard way. You avoid any collateral damage, and everyone in the galaxy takes note of how you’re trying to do things the right way. But it can be difficult to survive and win while handicapping your force’s real potential.

Then there is the easy way. Doing absolutely everything you can to bring the enemy down. It’s certainly easier to do when you’re not holding anything back. But the galaxy will be watching, and if you keep doing it over and over, they will eventually draw their own conclusions about you. You may reach a point of no return, and turn the whole world against you.

Therefore, the optimal way is a balancing act. The world of The Pegasus Expedition is chaotic and complicated, and there isn’t a good and an evil side to anything. You have a mission and you will have to see it through, but that doesn’t answer all the questions that will arise. How, and at whose expense? And is it really worth it all?

We didn’t want to paint war and conquest as anything they are not. They are a tragedy, but you can’t dwell on that too much either. Because a war is an even greater tragedy if you don’t win it.
The Pegasus Expedition launches into Early Access tomorrow and the final episode of our dev diary series is here as well. After music, graphic inspirations, story and more, the developers decided to reveal their vision behind the game. Have fun and don't forget to check all the previous parts to fully understand The Pegasus Expedition.
Previous installments:
- Investing in Infrastructure and Research - DevDiary 1
- Diplomacy in the Pegasus Galaxy - DevDiary 2
- The Story and the Setting - DevDiary 3
- Conquest and Conflict - DevDiary 4
- The Art & Graphic Design - DevDiary 5
- Music of The Pegasus Expedition - DevDiary 6
The themes of The Pegasus Expedition revolve around the grim reality of ends justifying the means, and how much is simple survival as an end going to justify. With the features forming the story-driven side of the game, such as the game’s dialogue and cutscenes, we had a chance to create a different kind of world conquest experience: one that is not very clean or pretty. Numbers and statistics don’t do all the talking, but there are actual people you have to answer to. We wanted to show how conquering the world could really happen and feel like.

To support this, there are, for example, multiple ways of waging war in the game. The nice way is the hard way. You avoid any collateral damage, and everyone in the galaxy takes note of how you’re trying to do things the right way. But it can be difficult to survive and win while handicapping your force’s real potential.

Then there is the easy way. Doing absolutely everything you can to bring the enemy down. It’s certainly easier to do when you’re not holding anything back. But the galaxy will be watching, and if you keep doing it over and over, they will eventually draw their own conclusions about you. You may reach a point of no return, and turn the whole world against you.

Therefore, the optimal way is a balancing act. The world of The Pegasus Expedition is chaotic and complicated, and there isn’t a good and an evil side to anything. You have a mission and you will have to see it through, but that doesn’t answer all the questions that will arise. How, and at whose expense? And is it really worth it all?

We didn’t want to paint war and conquest as anything they are not. They are a tragedy, but you can’t dwell on that too much either. Because a war is an even greater tragedy if you don’t win it.