Brigador devs: 'The '90s PC classics often taught really special things, but not because the story said, Wow, violence is bad!'
News Source
β’Sun, 04 Oct 2026 18:17:52 +0000
π° What Happened
The developers of Brigador talked about what old 1990s PC games taught players. They said those classics often taught 'really special things.' But that did not come from stories that simply shouted, 'Wow, violence is bad!'
The team said the lessons came from how the games played, not from lectures. Players learned through choices and consequences inside the game world. Brigador is a top-down mech game about fighting in a city.
π The Backstory
Brigador came out in 2016 from indie studio Stellar Jockeys. It is known for its deep simulation and moody style. You pilot tanks and mechs and can destroy parts of a futuristic city.
The 1990s had many classic PC games that trusted players to think. Titles like Deus Ex and Fallout let players make hard choices. The Brigador team says some modern games preach instead of letting play teach the lesson.
π― Why It Matters
Many games now teach morals through cutscenes. This view reminds designers that gameplay itself can teach players about right and wrong.
The developers of Brigador talked about what old 1990s PC games taught players. They said those classics often taught 'really special things.' But that did not come from stories that simply shouted, 'Wow, violence is bad!'
The team said the lessons came from how the games played, not from lectures. Players learned through choices and consequences inside the game world. Brigador is a top-down mech game about fighting in a city.
Brigador came out in 2016 from indie studio Stellar Jockeys. It is known for its deep simulation and moody style. You pilot tanks and mechs and can destroy parts of a futuristic city.
The 1990s had many classic PC games that trusted players to think. Titles like Deus Ex and Fallout let players make hard choices. The Brigador team says some modern games preach instead of letting play teach the lesson.
Many games now teach morals through cutscenes. This view reminds designers that gameplay itself can teach players about right and wrong.