"Knowledge-driven games" have attracted significant attention from players in recent years. These games typically contain extensive exploration and puzzle-solving elements. Players often possess the ability to solve most puzzles early in the game but are unaware of it initially. As players explore and discover the world, they gradually uncover how to use their abilities and understand the game world's mechanisms, thereby solving most puzzles... Games like "Outer Wilds" and "Ooo" are outstanding examples in this field.
Not long ago, "The Beginning Cat" was revealed at Bilibili's "Youxiankan" event. It is also a "knowledge-driven game." Players accompany a cat named "Mio," exploring, fighting, and solving puzzles in a gradually decaying world... During this journey, various cat behaviors such as chasing, grooming, pouncing, hissing, and even meowing can become aids for players to overcome challenges. The player's task is to discover the connections between these behaviors and the world's mechanisms.
After finishing the demo session, we interviewed the game's development team, "Diamond Cat Studio," to learn more about the stories and ideas behind "The Beginning Cat."
Below is the full interview transcript:
Q: Is "Mio" based on a British Shorthair (blue cat)? Will more optional cat skins be provided in the game later?
A:Yes, "Mio" is indeed designed based on a British Shorthair (blue cat). We will provide optional skins later, along with custom "cat creation" options similar to Palicos in "Monster Hunter," allowing players to bring their own cats into the game.
Q: The cat's fur effects in the game are very dynamic, but does this pose optimization challenges? Will there be differences in fur texture quality between low and high graphics settings?
A:Actually, it doesn't. Our fur effects come from the comprehensive fur system within the Unreal Engine 5 ecosystem. Through methods like level-of-detail display, performance can be optimized to a normal level. In fact, our own development machines are around the NVIDIA RTX 4060 level, and our goal is to ensure the game runs smoothly on lower-spec computers as well.
Q: What is the approximate ratio of combat, exploration, and puzzle-solving? Are there designs for numerical progression through exploration, or systems similar to equipment builds (BD)?
A:Combat, exploration, and puzzle-solving are roughly equal in proportion. Our desired experience is for players to learn combat techniques and knowledge through exploration. There will be numerical progression, but we aim to keep it restrained, as our primary focus is knowledge-driven gameplay, and we don't want other elements to dilute this core aspect. Additionally, the game features a lightweight equipment system similar to that in "NieR."
Q: Currently, the cat in the game seems able to move to any location. Will this design persist throughout the game? Are there places the cat cannot reach during the gameplay? Is this related to the puzzle-solving mechanics?
A:It's not convenient to reveal specific details, but it is certain that "Mio" will not be able to go anywhere at will. There will be corresponding restrictions, and these restrictions are linked to the puzzle-solving gameplay.
Q: In the demo, the risk-reward ratio for ranged attacks seems disproportionate compared to melee, appearing somewhat like a "crutch." Does the team plan to adjust this issue? How do you evaluate the current combat system, and what is your satisfaction level?
A:Actually, the current version has already been optimized once. Our goal is to reward players for enjoying a specific playstyle rather than punishing them to teach them how to play—so we create corresponding skill trees for each playstyle. We are relatively satisfied with the current combat system, having done our best with both visual effects and feedback. However, we will release more content in the future.
Q: In the introduction before the demo, the development team mentioned that "The Beginning Cat" is an ambitious work. However, the demo was short, making it difficult to pinpoint exactly where this "ambition" lies. Could the team reveal more?
A:In short, our ambition lies in the field of knowledge-driven games. We are loyal fans of "Outer Wilds," so we boldly hope to recreate the wonderful moments we experienced while playing that game—friends who have played it will surely understand. That experience shouldn't be spoiled, so it might be hard to express clearly, but we want to replicate that feeling.
Q: What is the approximate length of the full game?
A:Approximately 15 to 20 hours.
Q: Knowledge-driven games have traditionally been associated with exploration and puzzle-solving. This time, "The Beginning Cat" incorporates combat elements. How does the team plan to link combat with knowledge locks?
A:We will integrate combat techniques into exploration rewards. For example, in high-intensity action games like "Ninja Gaiden" and "Devil May Cry," there are many monsters that require skill to defeat. We want to place the tricks for dealing with these monsters as exploration rewards, allowing casual players to experience the fun that was previously reserved for hardcore players.
Q: Can you introduce us to the development team?
A:We are Diamond Cat Studio. The main team members previously came from mobile game project groups. Currently, there are 6 developers on the team. Everyone loves single-player games and shares the same philosophy. We established the studio last October—but before that, we had already started working on "The Beginning Cat."
Q: The protagonist's art quality is quite high. Throughout the game, will we see more NPC characters with similarly high-spec art?
A:We plan to create 10 to 15 NPCs with high-spec art and exclusive storylines.
Q: Cats are creatures that don't listen to humans. Will the development team incorporate this "disobedient" aspect into the game?
A:Of course, we have been considering this aspect from the beginning. Many cat-themed games on the market fail to convey the feeling of interacting with cats. However, we might place this content later in the game, as we don't want players to feel like the cat is opposing them right from the start.
Q: If you had to summarize the game's biggest feature, or the feature the team likes most, in one sentence, what would the team choose?
A:Cats, because our entire team raises cats ourselves.

