We recently got the chance to interview the makers of TRYST, a PC exclusive RTS game. The whole interview with Vinnie Reddy of BlueGiant Interactive is below:
Dan: How did you originally come up with the idea for Tryst?
Vinnie: We started off with the intention of making a sequel to our first title – Apox. It didn’t take the team long to decide that we wanted to do something different. We loved Apox but we wanted to try something new. Tryst is what happened.
Dan: How successful has Tryst been? Has it exceeded your expectations?
Vinnie: Unfortunately, not. Reception to the game hasn’t been anywhere near what we’d been predicting or expecting. We’ve learned a lot from this project and at some point of time we will consider publishing a postmortem to chronicle the ups and downs of our production.
Dan: Do you plan on releasing DLCs in the future?
Vinnie: Without a doubt. We promised DLC right out the gate and that’s a promise we intend to keep.
Dan: Has Tryst sold well enough to warrant a sequel? What’s the customer reaction like?
Vinnie: We’re not in a position to contemplate a sequel at the moment. Its like I said earlier, reception has been a little lower than what we’d expected.
Dan: How do you think Tryst matches up against other RTS games like Blizzard’s Starcraft and Warcraft series?
Vinnie: That’s a comparison we try our best to stay away from at the studio. The work Blizzard has done is phenomenal and they’re among a long list of studios and dev’s that we all look upto.However, to answer your question – I think we all agree that we’ve got some ways to go, yet. We’re getting there, though. Slowly, but surely.
Dan: Has Tryst been created as a result of any kind of inspiration, or was it a planned project from the beginning?
Vinnie: It was more a result of inspiration. We’d wanted to move away from Apox’s setting; try out something new and see what we could do with it. A lot of us at BlueGiant love Sci-Fi, so that became the obvious choice. The rest of the game was a very fun mix of planning, realizing that we need more plans and lots of inspiration and hard work!
Dan: Can we expect to see Tryst on other consoles? RTS games may be difficult on consoles other than a PC, but a spin-off perhaps?
Vinnie: We’re PC guys out here. We’ve developed two games for the platform and are comfortable enough with it now to begin pushing ourselves more. Developing for the console is a whole new beast and not one we think we’re ready to tackle just yet.So, no, I doubt you’ll see anything Tryst related or by us on a console anytime soon.
Dan: How is it like developing games in a country like India, did you have trouble finding game developers?
Vinnie: Yes and no. No, in the sense that we’ve got a pool of talent out here. Most of the industry knows us for our art potential but we’ve got a lot of great programmers out here… the problem being that there just aren’t that many companies out here for them to consider sticking around.And it was difficult in the sense of finding the right people with the right attitude, skills and mindset. We actually interviewed more than 6000 people before we finalized our programming team of 6.
Dan: What are BlueGiant’s plans for the future?
Vinnie: At the moment, we’re focusing on supporting Tryst. We’ve been sending out weekly patches ever since we launched, fixing bugs, crashes, and updating the multiplayer balance. We’ve also got resources working on the DLC we had talked about earlier. Between those two, we’ve got the next few months charted out for us. Beyond that, well, we’ll see.
Be sure to also read our review for TRYST.





