Small Time Inspiration

Small Time Criminals draws on the tropes and traditions of classic heist fiction. We asked the design team to tell us what’s inspired them.

Kevin Turner (Game Designer)

The film I bring up most in meetings is Ocean’s Eleven. I really think it’s the quintessential bank heist film; there are others like The Italian Job or Inside Man which are also great, but Ocean’s Eleven has the right tone. We want players to walk out of Small Time Criminals feeling like George Clooney’s crew. I also keep bringing up the videogame Fallout 4 (Bethesda). I want players to be able to hack into computers, open boxes, to explore a fully realised world. There’s also the tabletop roleplaying game Fiasco (Jason Morningstar, Bully Pulpit Games) which is so much fun; in a game like that you talk through what we want to have players actually do in Small Time Criminals!

The 2001 remake of Ocean's Eleven, starring George Clooney and a bunch of his mates.
The 2001 remake of Ocean’s Eleven, starring George Clooney and a bunch of his mates.

Anastassia Poppenberg (Set and Props Designer)

I’ve mostly been collecting a lot of images on Pinterest! But I have also watched a lot of heist films. I love the part in The Italian Job where the acrobat come up into the vault, leaps over all the lasers and ends up propping himself up in a doorway, it’s so over the top and ridiculous! I like the level of absurdity, though having never robbed a bank myself I assume the real version would be much less glamorous.

Ben McKenzie (Game Designer)

My favourite heist film is the original The Italian Job, though since they rob a bunch of armoured cars and the focus is the escape through the city, sadly I don’t think it’s very applicable! But one of my biggest influences for this are the adventure games I loved growing up in the early 90s: The Secret of Monkey Island, Simon the Sorcerer, Day of the Tentacle. Text adventures too, like Zork or The Hitchhiker’s Guide to the Galaxy. They don’t feel like puzzles, they feel like problem solving: “I have to stop this thing falling into this hole, so I need to block the hole with something, but it needs to be something soft…I have a towel!” Even the more bizarre ones have a logic by which you can work out what to do, guided by the things you find and hints in your environment. At least the good ones do; I have a big LucasArts bias, there won’t be any “walk left and suddenly you die” moments in Small Time Criminals like you used to find in the Sierra games!

Sayraphim Lothian (Experience Director)

We watched some films, including Ocean’s Eleven, some late-80s/early-90s heist films, and The Heist (2001) with Gene Hackman, which does what it says on the tin! The opening scene was particularly good. But the inspiration for Small Time Criminals as a whole was me playing Thief on the Playstation 3. The story is fairly linear, but one of the side things you can do is just break into places and nick stuff. I was really enjoying that, and Rob was watching me play and thought “How good would it be if we could do this for real?” I also play the Assassin’s Creed games, and got into the stealth genre with Dishonoured, and elements from those games also helped form the original idea. Now we’re growing that seed and making it better!

Robert Reid (Artistic Director, Head Writer)

I like old-fashioned heist movies: I prefer the original versions of The Italian Job, Ocean’s Eleven, The Thomas Crown Affair…I’m watching the remake of that at the moment, and I thought “oh no, he’s talking to his shrink, this is going to take forever”, but then they get straight to the heist, which was good! But I still prefer the original. More than those, though, I’m drawing on things like The Wolf of Wall Street and the UK version of The Office. There’s a kind of run-down nastiness to those characters and those worlds that I find really evocative and interesting. And the other thing is the financial crisis: the actual global financial crisis. I really love the idea of an immersive, interactive performance work where you can get your own back on the people who nearly destroyed the world. The 99% are an influence. My old politics are still part of my art!

This article was originally published at popupplayground.com.au on February 24, 2016, during the Small Time Criminals crowdfunding campaign. Some elements of the game may have changed during development.