Suzerain: Personal Politics, the Global Community, and Empathy in Games
An interview with Ata Sergey Nowak, lead developer for Torpor Games’s Suzerain
This interview contains mild spoilers for Suzerain, and has been edited for clarity and length.
In the award-winning political RPG Suzerain, the buck stops with you. You play as Anton Rayne, newly elected president of the fictional country of Sordland, a developing nation with a tumultuous recent past, awakening among giants in fractious East Merkopa. Torpor Games, a Berlin-based studio intent on designing thought provoking videogames, developed Suzerain over the last four years with an eye toward teaching people about the personal stakes of politics. Released in December 2020, Suzerain has been met with positive reception from players and critics alike. Simultaneously, Suzerain has developed a thriving and committed community and has been shortlisted for awards at the Unfold Games Awards, the German Game Awards, and Games for Change, where it recently won the People’s Choice award. Torpor lead Ata Sergey Nowak sat down to talk about the unique challenges of designing and living with a political RPG/visual novel that forces players to commit to their actions, and which is intended to teach empathy.
Paste: Suzerain was a finalist for Best Narrative at Unfold Games Awards. Suzerain was a finalist for Most Innovative at Games for Change. Winner of Best Expert Game at German Game Awards. What has it been like seeing people that think deeply about the industry appraising and accolading you, the Torpor Games team, and Suzerain? [Note: since the time of this interview, Suzerain has won People’s Choice at the Games for Change awards.]
Ata Sergey Nowak: It’s our first game as a studio and we never expected anything really. Our expectations were very low. We didn’t expect to get all this praise. When I did this acceptance for the German Game Awards, it was a surprise on TV and I could not believe it. The juries of these organizations, I can comment on the German one, the top jury is made of 70 to 80 people—top universities, top media professors, top people in marketing, business, studios, very experienced people that chose us. Apparently, out of all the games, ours was one of the most discussed. Our attitude is that we want to make games that provoke thoughts, that address societal topics, put people in different shoes where they can, and change perspectives. To have that affirmed by these juries, these organizations, these award shows encourages us to keep on going; we’re being confirmed that what we’re doing is unique and we should do more of it.
Paste: Suzerain is a unique game that somewhat defies genre, while remaining very contained and concise. How would you feel if this new genre synthesis—RPG, interactive story, political sim—inspired clones?
ASN: It’s the greatest praise one can achieve, when someone imitates their art. It shows you’ve created something that’s so unique that other people are tapping onto and advancing from where you left off. The genre mix and genre combination is something that’s very unique because it’s where new ideas and new concepts are pushed to the limit. That’s where Suzerain came together.
The way we designed it was not fully intentional. It came also from the circumstances of our skill sets, what we wanted to deliver, and find the most optimized way of doing so, which was looking at what are the pieces we can work with? What can we do? Do all these pieces work together? It was organic evolution rather than intentional. These are our skillsets, when we all work together, we can do it in this way. It worked and that’s how it came about.
The aspect of strategy view really works when you’re really managing a country. If you’re just a citizen inside the city, it wouldn’t work as well to have this map. It works because you’re sitting down at the table and looking at the country.
Paste: One thing I’ve heard you say is that you both wanted players to engage with the personal aspect nature of politics and the 50,000-foot view that a President has. What are the ways you felt you all succeeded and failed in dealing with that tension?
ASN: This is something we discussed a lot. Through news reports, the overview, and all the UI menus we created, we did make you feel like you’re overseeing this country and getting updates on things that are constantly changing. The reports on the cities, the news coming from different newspapers, and on top of the dialog you’re having, all supports the idea of the country as a living thing. Laws are passing, stuff is being updated. On that level we did succeed.
The issue was, since you were president, there is no normal citizen you would have an engagement with. There weren’t enough opportunities in the story where you could connect with a normal citizen living through their lives. It became a hard thing to do in the storyline. That’s why [Anton’s driver] Serge was so loved, representing the people in a way. Someone that’s serving, that’s nice, that’s going through life, just doing their part sort of thing. He became that symbol. People got really attached to Serge because they saw themselves as a citizen through Serge, but from Anton’s perspective.
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