Today we are interviewing the team at Picaresque Studio about their latest game, Nantucket. It’s a strategic adventure game set in the golden age of whaling. It follows the story of Moby Dick and has some fantastic aesthetics especially in the art and music department.

If you want to grab Nantucket it is available for purchase on Steam or DRM-Free on GoG.

About Team Picaresque

“Ahoy there! I’m Marco Mantoan, the game designer and co-founder of Picaresque Studio. We’re a small indie studio formed by three game industry professionals working together remotely in Italy. We are all in our 30s (I’m 35), and we have worked around quite a lot before teaming up for our first game. I knew Daniele Monaco (our programmer) and Michele Bedendo (our artist) from past work experiences. When I decided to go independent, I contacted them to see if they wanted to join me on this journey. They are talented people and, above all, people I like to work and spend time with.

Picaresque Studio was not born around Nantucket, but around shared values and interests (like a good whiskey). We wanted to do something together, then we decided what to do. I proposed a few different concepts and in the end, we all agreed that doing a game about Moby Dick was the best way to market us. Here we are. three and a half years later with our first game finally on the shelves; Nantucket, a seafaring strategy game set after the events narrated by Herman Melville in Moby Dick.”

The Interview

Answers have been edited with permission of the author to make them easier to read.

To read the raw interview click here.

What Are Your Inspirations For Nantucket?

“I love American literature, and Moby Dick is one of my favourite books. We started this project with a high-level idea: we want to create a game about Moby Dick. For the first few months of development, we really dove into the world of Melville. We immersed ourselves in the Melvillian atmosphere, listening to sea shanties and watching every little thing to do with the topic: movies, documentaries, comics, books of nautical folklore. After that, we started defining the features of this shapeless idea. That phase has been heavily influenced by games we like to play. There is for sure something of Sid Meier’s Pirates!, a game I personally love. A few other gameplay elements are inspired by more recent games, like how the event system is similar to Crusader Kings 2.”

Now that Marco brings it up, it is easy to see the parallels between the resource management element in Nantucket and in Sid Meier’s Pirates!. It is definitely an element I enjoy since it adds an entire time management parameter to negotiate around. You can’t stay at sea indefinitely since you’ll run out of resources, much like in real life.

How Historically Accurate Is Nantucket?

“We spent a lot of time on historical research. We read books on nautical folklore written in XIX Century and looked at maps of the time. In Nantucket, you are in the world of those men. For example, the Panama and Suez channels are absent. Back then they didn’t have the knowledge we do now and we tried to reflect that in Nantucket.

Throughout the game, you visit some of the cities that were important in the whaling industry at the time. In those cities, you can read historical news headlines to help you understand what’s going on around the world: Wars, discoveries, political and social reforms. The newspaper doesn’t change the way you play the game but it does add to the immersion.

We are also one of the few sailing games featuring a prevailing winds system. It’s an attempt at a realistic depiction of the wind systems. This was something really important during the Age of Sail.”

What were the most difficult hurdles when creating Nantucket?

“During the development of Nantucket, we faced two hurdles. The first was the ‘weight’ of the source material. Moby Dick is a masterpiece of American literature. We really wanted to create something that would make fans of Moby Dick feel at home. We needed to create that same atmosphere fans got from the book and the movies. On top of that, we wanted to weave a new story. One respectful of the source material but new to the players. That was a hard task. Though, I’m satisfied with the final result. I hope Nantucket’s players are too.

The second hurdle was related to a single mechanic: The combat system. Nantucket is a historical game, so we didn’t want the sea creatures to have special powers or unrealistic attacks (no laser shooting whales, sorry), and this limited our possibilities. We went through a lot of iterations of the combat system while trying to find the right balance between challenge, fun, and historical accuracy. In the end, we opted for a fast combat style using dice that can be upgraded. You start with a few options, relying on your luck, and slowly unlock new possibilities and tactics to overcome stronger enemies.”

While I’m sure we all grieve the loss of laser-wielding narwhales I have to agree with Marco. I appreciate the authenticity that Nantucket provides with its experience. They definitely nailed the atmosphere and the game is very immersive – no pun intended.

How is Nantucket Different From Other Strategy Games?

“From the moment we started thinking about the design phase we had nothing particular in mind. We weren’t thinking “I want to build a Moby Dick version of Sid Meier’s Pirates” for example. I didn’t even have a specific video game genre in mind. We wanted to tell a story and place it in the historical background we loved.

That is what led us to create this hybrid game. It’s a strategy game with RPG elements. Maybe none of those individual mechanics are unique. I have already brought up the games we share elements with. Yet, I believe the final result is quite different from what is already out there. Nantucket is more than the sum of its parts. It is a game you can rush to the end in maybe 10 hours, or enjoy it slowly as a sandbox experience.”

Do You Live By The Sea?

“Not anymore, but I lived on the Italian Riviera in Savona for six years. I come from a town near Turin, close to the Alps mountain range. Though I love the sea, and I’m definitely looking forward to living by the seaside again. I’m not even a beach person because I dislike crowded places. The Riviera’s beaches are pretty crowded, especially during a good summer. To quote one of my favourite writers:

“Happiness is a simple idea when facing the sea” –Jean Claude Izzo

How Do You Stay Motivated Working On A Project?

I believe a person can be defined by their passion and commitment to things they care about. In my case, that’s creating games. It’s something I wanted to do ever since I was a teenager, and it took time and sacrifices to get here. Successes and failures are the results of lots of variables. Some are not under your control, but if you complete something knowing that you did everything in your power to make it succeed, there is no room for regrets.

With that mindset, it is easy to keep motivated. I keep repeating to myself “I’ve made a lot of sacrifices yesterday to be here, and I don’t want to regret that tomorrow”. Of course, in a year’s long project, it’s difficult to keep your focus every day and you need to manage your energies. Otherwise, you risk turning into a firecracker which burns brightly at first before exhausting itself.

What Was Your Biggest Fear When Uploading Nantucket?

“The biggest fear was a failure. At least in terms of sales. We had a long beta phase and from that, we knew a niche of people would enjoy Nantucket. The trouble is, there’s no guessing the size of that niche. After spending more than three years on a project, investing time and money into it, entering an overcrowded market is scary. We really enjoyed this journey and we’re glad to have completed it. You can imagine the fear that there could be no chance to keep doing the job we love in the way we love.

Fortunately, the game is doing well, better than we expected! So the dark clouds on our minds have vanished. Players will be glad to see more from us in years to come.”

What Advice Do You Have For Aspiring Developers?

“I will skip the motivation/dedication side for now. Not because it’s not important, but because it’s trivial to say “You really need to keep your focus/motivation”. That’s not easy. Sometimes you have to make sacrifices (your free time, having to move away from friends and/or family), but it’s a rewarding life.

Instead, I’ll try to give some practical advice. This works for every aspiring developer, game designer, artist, programmer, or jack of all trades:

Meet, speak, and work with other professionals to become one. Spend a few years in game development studios to meet people and sharpen your talents. You’ll learn how to keep a professional workflow. If you really don’t want to join a company, go to game jams and other events. As well as improving, you will be able to use the experiences of others to avoid the same mistakes. Go out and meet talented people and keep in touch with them, maybe one day they will need you for one of their projects and vice versa.”

What Are Your Favourite Books, Films, And Games?

“Since literature and games are my biggest passions there could be a lot of titles to mention. I’ll try to keep it to my top 3 for all the categories.

My favourite writer is without any doubt is Ernest Hemingway. So, I would put A Farewell To Arms on top of my list. In second place it has to be something by Jean-Claude Izzo. Maybe A Sun For The Dying. Of course, Herman Melville’s Moby Dick, but there are lots of short story writers I love. Sherwood Anderson, H.P. Lovecraft, and Franz Kafka to name a few.

When it comes to games, the top spots are easy for me to pick. I love Paradox Interactive games. Crusader Kings 2 is my favourite one. Then the Sid Meier’s Civilization series (close call, I love Sid Meier’s Pirates!), and The Elder Scrolls series.

I was quite passionate about movies too, now I watch fewer films per year. My favourites are Blade Runner, 2046 and Master & Commander.”

Is Nantucket Inspired By Tabletop Gaming?

“I started working in the games industry when I was 20. Back then I worked for a tabletop gaming company. I’m a big fan of role-playing games and board games, so yes, it had a big influence on me when designing Nantucket. The use of dice and cards for the combat system is the most evident example.”

I had a hunch that might be the case. Now wouldn’t it be great to have a Call of Cthulhu -esque Dungeons and Dragons Campaign in the world of Nantucket and Moby Dick. Somebody get on that!

Can You Tell Us About The Sea Shanties In Nantucket?

“After contacting the musical composer (Carlos Sanchez De Medina) to create OST for the game we decided we wanted to add sea shanties. They’re an important part of life at sea after all. Always helping sailors keep their spirits up and setting the pace of heavy tasks on the ship.

I looked around for bands and then I found the Roaring Trowmen‘s website. I just knew they would be the perfect fit for the game. They are a Bristol based band and they were really enthusiastic to be apart of the project. When a hunt is successful and your men are cheering, or when they are sad because one of them died, the sea shanties really help to set the right mood.

Looking at people’s reaction to our soundtrack, I’m sure we made the right decision.”

Which 5 People Have Influenced You The Most?

“This is a tough question, and I’m sure I’m going to forget someone important. The person who influenced me the most is definitely my father. Our relationship is not always idyllic, but he pushes me to improve my character.

Second, I would like to mention Massimo, my closest friend. We have known each other for more than twenty years and he knows what I am thinking just by looking at me. Next, I’ll say Silvio Negri-Clementi and Claudio Giacopazzi, two former bosses of mine. They believed in me and helped me improve as a game designer. I am very grateful to them for it.

Finally, I want to put Daniele, the co-founder of Picaresque Studio. I am thankful for all he has done in these years and have high hopes for the future. He is an amazing business partner and friend.

P.S Sorry Michele, but you don’t drink enough whiskey to enter this list.”

How Did Your Friends And Family React To Nantucket’s Development?

“During Nantucket‘s development, my family and friends were very supportive. They could see how much work we put into this game and were all very positive on the lead up to the release. They were much more optimistic than us!

A lot of our friends are gamers too, so they were part of our beta phase. My mother really has no idea about my job. In one of the drawers in her kitchen, she has a piece of paper on which she wrote ‘game designer’, so she can reply whenever someone asks her about my job.”

What Inspired You To Become A Game Designer?

“I have been playing video games for as long as I can remember. My uncle was a gamer and he gave me his Atari 2600 and Commodore 64 along with a big stack of games. It was love at first sight. Growing up, I kept playing video games, but the thing that convinced me I wanted to be a game designer was actually Advanced Dungeons & Dragons. When I started being a Dungeon Master I discovered the pleasure of writing stories, building maps, and creating riddles. I have spent a lot of time and had a lot of fun preparing each session and much more playing them.

We tried different role-playing games, then I started writing custom rules, entire settings and the most natural continuation was buying game design books. Twenty years later, I still have the same fun designing games and I keep role-playing with my friends.”

Are There Any In-Game References To Your Local Community?

“There are no specific references in the game. The only localist choice we made was about the art style. It is heavily influenced by Italian Illustrator, Sergio Toppi. We had the chance to work with an amazing illustrator, Giorgio Palombi and I believe he did an amazing job in capturing the very human side of Toppi‘s art.”

How Did You Decide On The Art Direction Of Nantucket?

“In a way, the art direction was set by the historical setting. The map in Nantucket follows the nineteenth-century cartography style and that affected the look of all the interfaces around. Then we moved on the illustrations side (used for harbours, characters, and cutscenes), and the first reference that came to our mind was Sergio Toppi. He was an amazing artist, with a unique sense of composition. The characters he drew were very human. That really fit with our idea for a historical game.

Giorgio Palombi is the illustrator we chose for the difficult task of reproducing Toppi‘s art style. He did an amazing job.”

Did You Receive Push Back For Featuring Whaling In Nantucket?

“We did face a little pushback, but we were ready for it. I can understand why people have a problem with industrial whaling. That can translate into people not playing the game. What we don’t understand is people asking for Nantucket to be removed from the stores (And yes, some people actually did that). Even if you do not consider Moby Dick worthy of a attention (and calling Moby Dick a book about whaling would be really reductive), censorship is never the answer. When you start drawing a line people will always start pushing that line forward. What about war games? Aren’t they insensitive toward people who’ve lost family members to those wars? You can see the slippery slope.

The game contains a disclaimer, inviting people to visit the International Whaling Commission to get information about the problems and endangered species caused by industrial whaling. If even a single person visited that website then we did far more for whales than the people complaining about Nantucket.

Nantucket celebrates a literary masterpiece and the courageous men who were protagonists of the time narrated by Herman Melville, that’s it.”

I can empathise with their plight. It seems a lot of indie developers are feeling the wrath of the perpetually offended these days. Most recently Super Seducer came under fire for ‘sexist content’. Trump’s talks on violent video games have also relit the religious fervour of those who want to get rid of violent games like Doom or Call of Duty. I wonder if it is a class project at Universities these days to harass small creators. Either way, censorship has become a very real threat for indie developers. It is a tragic side-effect of video games being considered toys and thus everything they portray is considered frivolous.

Can We Expect More Literature-Inspired Games From You In Future?

“Yes, I have no doubt about it. I don’t know if our next project will also be literature-inspired yet, but there are a couple of novels we are interested in for the future. I prefer to keep them a secret at least for now. Just because we have not taken a final decision and I don’t want to give false hope about a project. In the next few months, we will focus on Nantucket. We will use that time to make an informed decision.

I can tell you that all the novels we are considering are much older than Moby Dick. We will be sure to explore a completely different setting to Nantucket. You can be sure we will give it the same passion and respect we did for this game.”

What Genres Would You Like To Develop Games In After Nantucket?

“There are a few different genres I really like to play and develop. They’re mostly Role-Playing Games. Strategy Games, and Point-and-Click adventures. Each one of them has its own challenges and I’m sure in the next few years we will explore different ideas and mechanics. I feel pretty confident to say that everything we will develop as a studio will fall into one of those categories.

On the other side of the spectrum, I would put racing and platform games. I don’t enjoy them at all as a gamer and I don’t think I could create something interesting in those genres.”

In Conclusion

And there you have it! Remember to check out Nantucket on Steam and GoG. Even better come join our crew as we play on Twitch or catch the highlight reel on Youtube.

If you like what we do be sure to check out our previous interview with the creator of MADiSON or support us on Patreon to see our cut content.