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Two Point Museumis on the celestial horizon , with a scheduled release particular date for March 2025 . The humorous museum direction sim from the same developers behindTwo Point HospitalandTwo Point Campus , have a new approach to the serial with several change to the gameplay mechanics . From how players will complete expeditions to obtain exhibits to the manner of exhibit them in the more heart-to-heart style of a museum , Two compass point Museumgives a lot more flexibleness for everyone to play the way they want to .
late , Screen Rantwas able to take part in a unretentive hands - on preview ofTwo Point Museumand then chat with two of the developers at Two Point Studios . Executive Producer Jo Koehler , and Design Director Ben Huskins sit down to reply a few questionsregarding the inspiration behind the game and how it differs from the late titles . Although there is still much that will be announce in the coming months beforeTwo Point Museum ’s launch , they touched on many of the concerns that the community has had , including how it will feature more management aspects and how its sandpile mode will have keen value .
The Inspiration And Idea Behind Creating Two Point Museum
So Much Flexibility And Freedom For Players To Enjoy Customizing Their Space
Screen Rant : I absolutely do it the game . I ’m a huge buff of all theTwo Pointgames andTheme Hospitalback in the day and everything . What was the inspiration or the planning process that led to the idea of doing a museum - themed sim ?
Ben Huskins , Design Director : Yeah . So , when we first bulge out thinking about the next biz , I mean , we had a few idea on the list . And I cerebrate what really got us attached to the idea of a museum was a couple of things . One wasit felt like there ’s not really anything like it out there , and it felt like we can really put our own unequaled stamp on this and make something that really is quite unique .
But then also , there ’s a duo of aspects of the game that we felt , oh , we can really kind of take them in an interesting charge . One of those being this sense of exploration and discovery that you get from the expedition system . We kind of matte up like it of course fit with museum as a construct that you make out you ca n’t just corrupt everything in the museum .
The way that you acquire your exhibits is that you have to go out and collect them , and you go and explore these single-valued function , and you send off teams of stave from your museum to go and distinguish these things . And that we loved this idea of that prediction around what they might find like not quite know exactly what they were going to discover and then as you work up up your solicitation , then obviously , the museum side of ' where do I need to put these things in the museum . ' Like , what are my show window bit , how do I require to put things out , and how do I really sort of fine tune that Edgar Guest experience and that guest journey with all the new originative tools .
This sense of geographic expedition and discovery that you get from the expedition scheme . We kind of felt like it by nature fits with museum as a concept that you know you ca n’t just buy everything in the museum . - Ben Huskins
Jo Koehler , Executive Producer : It felt like a really natural way to drill down into the originative tools . So , you know , museums are just incredible looking blank . We were sort of cerebration , ' Yeah , we can double that in our secret plan ' and alongside the exploration discovery , it ’s the kind of the visual side of like , how does it look ? How does it feel ? We did a cluster of novel creative dick like the color selector , the placeables , like archways , decorative item , and the light system , which is brand new for this plot . So you’re able to make incredible looking spaces .
Ben Huskins : Yeah , so obviously , the previous game were very much found around rooms : classrooms , diagnosis , treatment rooms , that form of matter . And we make out the musical theme that withMuseum , we ’re moving away from that , and it ’s more about this free - form construction of a space . And , you bonk , you could section up that space however you need to , you could have self-aggrandizing subject areas with all of your exhibit visible , or you could create corridor and channel people through gift shop class and cafés and then past all of your best exhibits . Really , there ’s a lot of ambit for experimentation there and multitude try out unlike layout , which we ’ve engender quite excited about .
Jo Koehler : Yeah , and you know , everyone ’s infinite front really unique .
Exhibits And Museum Variety In Two Point Museum
Many Will Be Announced In Coming Months
Screen Rant : I have a go at it the exemption that it gives to decorating , and I ’m excited to see all the creativeness that the great unwashed have . How many different types of museums and expedition and things will there be ? Such as the prehistorical , marine , all of those ? Or can you say at this point ?
Ben Huskins : So we probably ca n’t like say a specific phone number at this point , because we ’ve got some that we want to reveal over the next couple of months . But there are a mountain of display in the game . I do n’t know if you escort the sticker book when you were playing . Yeah , that obviously shows you that ’s your collection of all the exhibits and manifestly we add to that over clip . So as you observe new features in the game and new exhibits or encounter new case of guests that chit-chat your museums they all get added to the sticker Bible .
Jo Koehler : I mean it ’s fair to say as well thatthe additional subject that we will bring out over the next few months , they ’re just as cock-a-hoop and interesting as the themes that you ’ve see already , like with unspecific gameplay twists .
Ben Huskins : Yeah , I reckon our coming to the exhibits is with each new theme , we desire it to have a unique selling point to each theme and not only be visually distinct and interesting , buthave those gameplay twist and make you think about how you ’re go your museum in a different path . So there are , you get it on , quite a few different maps to find , and then you’re able to pass a lot of time explore those function .
Then , we’ve structured the game so that you ’re always revisiting each of your museum , which is quite a change from the previous game where you would quite often get to three stars and then find like you were done at that locating , whereas in Museum we ’ve structure the game around always have a reason to go back . So , what we incur is that people get more committed to their museums , both their aggregation of exhibit , but also their stave that they ’ve been developing over time . Then also just that layout right all that sentence that you ’ve pass noodling around with partition walls and the deck tool and the semblance picker or ornamental items . It feels worthwhile because you know that you ’re become to come back to that museum , and it feels like your own thing . You have that signified of ownership over it .
It finger worthwhile because you know that you ’re going to come back to that museum , and it feel like your own matter . You have that sense of ownership over it . - Ben Huskins
Custom image by Carrie Lambertsen
Screen Rant : I was run to expect about that . With rebound back and onward to the young museums and then bouncing back to previous museums , how will that be handle later in the game ? Are there going to potentially be numerous museums that you ’re treat at once ? Or are you just sticking with like three or four that you ’re bouncing back and away between ?
Ben Huskins : So you ’ll have that ingathering of museums that you ’re step by step building up , andwe also have a dissimilar character of museum in the biz that you wo n’t have seen yet , which is , we call them kill - up museums . And those are a chip of a change of rate , so those are more like a place where you could experiment with what you ’ve unlocked so far and what you ’ve learned so far , try out a slightly different strategy with a particular end in psyche .
Those are quite coolheaded because it ’s a routine of a palate cleanser . It ’s like , oh I can go here for half an hour or an hour to try out doing this challenge museum , and then you fuck you ’ll unlock some stuff through that , and then you could take that back to one of your major museum . You acknowledge , the major museums , those are the persistent ones that you keep coming back to .
Image by Ana Nieves
Andwe tried to keep it doable , so you know obviously there ’s always that gunpoint where you leap out back to a museum , and you ’re trying to retrieve , like ' what did I do last clock time I was here . ' So we try out and give you that selective information so that you have a recap on what ’s happening .
You bang when you unlock a new bite of story in a museum we ’ll get a dainty little cutscene that just tee up the next section . You ’ve always have those things that carry across between all of the museum as well , so all of your progress in the maps carries across . thing like the psychoanalysis , so your noesis that you ’re build up . The display , that carries across as well , and the sticker book as well .
Management Content In Two Point Museum Will Be Different Than Two Point Campus
Offering A Balance In Features To Always Provide Something To Do
Screen Rant : I know withTwo Point Campusa lot of people palpate like it did n’t have quite enough of the direction cognitive content to do during the schooltime year for the campus . And it feels likeMuseumhas gone much profoundly into all of those kinds of thing for giving player a whole bunch of matter to focus on . What are some of those dissimilar direction focuses , and how do you balance get enough for player to think about while not becoming just overwhelming ?
Jo Koehler : That is a challenge . I think we pass a lot of time on the sort of onboarding for our thespian . We do a stack of iterative work over the course of the entire development , pose feedback from role player during beta testing , VIP press outcome , you know , things like this , as well . I think , you know , not overwhelming player , as you say , it ’s really mystifying . It ’s , you know , there ’s lots of feature in there .
I think it ’s design in a room as well that for the histrion who bask those features can interact with them , but if players are more into the decorative side , the creative , they do n’t of necessity need to interact with all those more rich direction features . - Jo Koehler
Ben Huskins : Yeah , we’ve purposely seek to add a lot of that management depth and those form of extra tool , whether it ’s being able to tweak the prices of everything or diva into effect logarithm or graph and that kind of thing . Things like staff zoning , its is something that I think we ’ve closely done in both of the previous games and then never quite sire around to it . But like , yeah , now you’re able to lie out separate zona in the museum and assign staff to them . And , you experience , that ’s something that we ’ve been penetrating to do for a while .
Jo Koehler : I believe it ’s designed in a mode as well that for the instrumentalist who enjoy those lineament can interact with them , but if player are more into the cosmetic side , the originative , they do n’t needs require to interact with all those more cryptical direction feature .
Ben Huskins : Yeah , we kind of internally verbalise about it as genial ofaccessibility with profundity . So , you know , our variety of primary concern is we do n’t want mass to palpate overwhelmed when they lead off playing this biz . We require everyone to be capable to pluck it up and play it and just gradually ease the great unwashed in . And really , we have players who , they might be a bit more cursory or are just not used to playing management sim games . It ’s like the gateway direction sim biz in a way where within a few hr they ’re suddenly finding themselves tinkering with terms of everything in the natural endowment shop class and deciding which jobs they require their staff to do . thing that they would n’t have expected themselves to get into .
But then we ’ve also get for the more advanced sim players , they can scratch that itch when they ’re ready for it . When they desire to begin optimizing , and you know , finding those effective strategies for how to play .
It ’s like the gateway direction sim secret plan in a way where within a few hours they ’re short finding themselves muck around with prices of everything in the gift shop . - Ben Huskins
Screen Rant : I recognize there ’s also a sandpile mode . I do n’t have it off if it was available in the version I tried because I was focus on the principal part , but how much will people be able to pull off the sandpit mode ? Is it just go to be where when you go in the sandpit , you have everything available and outright money , or how much flexibility is there ?
Ben Huskins : Yes , the sandbox , actually , we ’ve taken a more or less dissimilar approach to it in this game . I think we ’ve kind of made it a mickle more interesting in this plot . And inHospitalandCampus , sandbox mode was very much just it take one function and , you know , you decide the options , but then you ’re just play that one mapping . Whereasin Museum , the sandbox mode , it mirror the body structure of the cause a bit more .
So in the same mode that in the drive , you start with one museum , and then you establish a 2nd museum and then a third one and so on . you could do that in sandpit mode as well . And you have that same geographic expedition of the maps , adding to the gummed label books , take more about the exhibits to get your enlightenment and knowledge up .
We do n’t just unlock everything . You still have configurations that you may fine-tune with sandbox mood so you may . Money and kudosh . So , if you require to have an easier , more relaxed experience , you’re able to do that in sandbox , butyou can also tweak the dial the other way of life and ramp up the crime pace . So it ’s like , oh , my God , I ’m just getting bombarded with these .
Jo Koehler : It ’s a snatch more like difficultness . you’re able to make your experience rock candy hard , or if you ’re like me , nice and easy and give myself a million pounds .
Ben Huskins : Yeah , yeah , exactly . So it ’s very compromising , but also it ’s closer match to the campaign . So , you know , you may really experiment with sandbox manner and play it in quite interesting ways .
Screen Rant : That sound fun . I like that . Okay , I think we ’re already go out of time , so I ’m just going to be really flying and shake off one more in here , if you are able-bodied to answer it at this distributor point . Will there be a Switch port or for the Switch replacement ? And also , isTwo Point Museumgoing to be Steam Deck compatible ?
Jo Koehler : Yes , it ’s Steam Deck compatible . We’ve get nothing more to announce right now for succeeding platforms and such , but we ’ll be sure to partake as soon as we can .
rootage : Two detail Studios / YouTube