Interview with Patrick’s Parabox Developer: Patrick Traynor on Thinking Outside and Inside the Box
**Introduction:**
When I first loaded up Patrick’s Parabox, I was instantly charmed by its inviting and unassuming nature. It appeared to be a cozy game, but as I delved deeper, I discovered a complex puzzle game hidden beneath its surface. Patrick’s Parabox effortlessly straddles the line between providing a challenging experience and keeping the gameplay enjoyable. It truly makes you feel like a puzzle-solving genius as you navigate through increasingly paradoxical box-based challenges. In this interview, I had the opportunity to ask the game’s developer, Patrick Traynor, a few questions about his inspirations and the creative process behind Patrick’s Parabox.
Interview with Patrick’s Parabox Developer: Patrick Traynor on Thinking Outside and Inside the Box
**PSU: Right as I started playing Patrick’s Parabox, I could feel there was something special about it. What was the first level you designed, and do you remember the first time you felt like you knew this would be your first commercial title?**
Traynor: I created numerous test levels to experiment with mechanics and discover interesting interactions and layouts. It’s hard to pinpoint the exact first level. However, as I continued designing puzzles featuring different interactions, the game took on a larger scope than I anticipated. The positive feedback I received from fellow game developers also played a role in my decision to make it my first commercial game.
PSU: Was it always the plan to make the puzzles “paraboxical”? When did you finalize the rules for how the puzzles worked?
Traynor: The idea of a box containing itself wasn’t originally part of the game. I adapted it from a game called Sokosoko by juner. Initially, there were only boxes containing other boxes. When adding new rules or mechanics, I had certain criteria in mind: they had to feel natural, be intuitive to understand, allow for a wide variety of puzzles, and not restrict the player. I experimented with the rules and iterated on them over time.
PSU: Patrick’s Parabox does an excellent job of teaching through gameplay. Was there ever a version with a more in-depth tutorial? What do you think players gain from discovering each new mechanic and rule on their own?
Traynor: I didn’t experiment with more detailed explanations. As the developer, I discovered many interactions within the game’s recursive box ruleset. I present these discoveries to players as puzzles so they can experience the same joy of discovery that I did during development. I believe this wordless discovery works well in puzzle games like Patrick’s Parabox.
PSU: How did the collaboration with Priscilla Snow come about? What was it like working with them?
Traynor: Alan Hazelden, an experienced puzzle game developer, recommended that I reach out to Priscilla Snow, with whom he had previously collaborated on a project called “A Good Snowman Is Hard To Build.” Priscilla’s electronic music style and sound design fit perfectly with Patrick’s Parabox. Working with them was a pleasant experience, and we iterated on the sounds and music until we were satisfied with the final result.
PSU: When did you finalize the visual style? What made you decide to keep it simple?
Traynor: The visual style underwent several iterations throughout development. I adjusted elements such as colors, line widths, outlines, squishing animations, and particles. I kept tweaking them until I was satisfied with the minimalist aesthetic. I experimented with more detailed visuals, but they ended up being visually distracting. Additionally, the abstract nature of the visuals reflects the abstract nature of the game mechanics.
PSU: How did you determine when a level was complete? Was it challenging to balance their difficulty?
Traynor: Playtesting played a crucial role in determining when a level was complete. Many puzzles went through multiple iterations to simplify them, make them clearer, and fix any exploits. I often added new puzzles to reinforce concepts that playtesters struggled with.
Managing the progression of 364 puzzles was a significant challenge. I iterated on the puzzle order multiple times with various playtesters.
PSU: What do you think makes Sokoban special, and how did it inspire Patrick’s Parabox?
Traynor: I thoroughly enjoy Sokoban-like games where you push objects around on a grid, such as “Stephen’s Sausage Roll,” “A Monster’s Expedition,” and “Baba Is You.” The grid-based movement and the physicality of walls and pushable objects make these games compelling to reason about and experiment with. It’s relatable to push a box, so the ability to shrink down and enter it feels magical. Furthermore, box-pushing provides a fertile ground for creating numerous puzzles, even without additional mechanics.
PSU: Did you have any other puzzle ideas or mechanics that didn’t make it into the game? Is there a possibility we’ll see them in future DLC releases?
Traynor: There are no plans for DLC at the moment. However, there are many puzzles that didn’t make the final cut, but they were left out for a reason. Crafting numerous drafts and selecting only the best ones significantly improved the game’s overall quality. As for mechanics, there is always potential to add more, but I chose to stick with the most natural ones, resulting in a substantial game already.
PSU: What do you think gives puzzle games the ability to endure for years? Do you believe Patrick’s Parabox has that potential?
Traynor: It’s hard to say definitively, but personally, my favorite puzzle games explore novel systems that haven’t been explored in other games. I find it exhilarating to discover surprising interactions and hidden depths within these systems. While there are various types of puzzle games, I hope that Patrick’s Parabox continues to be enjoyed by players for a long time.
PSU: What are your future plans?
Traynor: I will continue working on puzzle games! The exact projects and timelines are still uncertain, but I’m thrilled with the success of Patrick’s Parabox. I’m excited to continue this journey in the realm of puzzles!
Special thanks to Patrick Traynor for taking the time to share his insights, and to Dana Trebella for facilitating this interview. Patrick’s Parabox is now available on PS5 and PS4.