"I'm still really excited about the art of making games" – Outerloop Games' Chandana Ekanayake on Dosa Divas, turn-based combat, and much more

"I'm still really excited about the art of making games" – Outerloop Games' Chandana Ekanayake on Dosa Divas, turn-based combat, and much more

Outerloop Games' turn-based RPG Dosa Divas  launches on April 14 for consoles and PC platforms. Ahead of its demo release today, I had a chance to chat with Studio Director Chandana Ekanayake about the upcoming game, the developer's prior release Thirsty Suitors, turn-based combat, influences like Octopath Traveler and Bravely Default, the state of the industry, his work with Bethesda back in the day on Morrowind, working on The Matrix games, coffee, dosas, and much more. This interview was done on a call. It has been slightly edited for clarity.

RPG Site: Tell us a little bit about yourself and Outerloop Games.

Chandana Ekanayake: My name is Chandana Ekanayake. You can call me Eka. I go by that, too. I'm the Studio Director and Co-founder of Outerloop Games. We've been around I think, nine years since we started, and we're a studio of eight people. All remote. I mentioned before that our concept artist or art director was in Chennai (India) at the time, and we have folks in Australia and Canada and both the East Coast and West Coast in the US as well. 

I've personally been in games for, it will be 30 years this October. I started in art and got into design and production, then art direction and the business side. Starting the studio was a culmination of all the experience I've had in various other studios, and we felt confident enough to start our own. Two of my Co-founders Justin Lalone and Azo (Aung Zaw Oo) are folks that I had worked with previously, and my role covers creative pitching of the projects, running the projects, design work, and narrative, and then I still do art and trailers. My other Co-founder Justin is a programmer. He does all the heavy lifting. He does the engine tools but also does all the platform work as well, and then Azo's our animator. He's a one person animation team, so he does everything character animation and related. Since we're small, we kind of just jump in as we are needed for various things.
RPG Site: What made you want to do a VR game as your first project?

Chandana Ekanayake: So me and the two other Co-founders were working at another indie company in Washington where we are currently, and there was an opportunity when VR first started getting attention. Our office was walking distance to Valve in Bellevue. We knew them. They had us over before they announced their headsets. They were showing us the early prototypes, the room VR stuff, and that blew my mind. I'd never experienced anything like that. It got me thinking as a designer, about the space and possibilities for types of games. So that was mostly like a curiosity from a design perspective. I wondered what we could do in the space and it felt very different at the time. It was back in 2014-2015.

Then at the same time, a lot of friends that I had known from other studios were going to Valve or going to Facebook (Oculus at the time before they got bought by Meta). So they're like, "Hey, pitch us something." I came together with a pitch and we had a small team at the time within this other company. It was five or six of us then. So it was mostly out of curiosity for what we could be doing in the space. 

We ended up doing four VR games and the fourth one is what started Outerloop Games: Falcon Age. It was originally a VR game and then we also made a non VR version.
RPG Site: In the past you mentioned a lot of the core team that you started the studio with is still there. When you went on to do Thirsty Suitors, a lot of the team that worked on that including the voice talent worked on Dosa Divas. How has it been for you working with a lot of the same people? What learnings from past projects helped with the current one? 

Chandana Ekanayake: I mean I think that's the thing I've learned early on in my career. Once you ship a project with somebody or multiple people, you don't have to try to explain things as much or try to figure out things. We know our tendencies and we know how we work well together. I'm a big believer in trying to keep a team together as long as possible because we end up being able to do more with little or a smaller team just because we've had experience together, or we've built a lot of tools together, and we know what kind of problems will come out of that, having gone through a couple of productions. Thirsty Suitors was I want to say three and a half years from concept to shipping, and Dosa Divas will probably be close to two and a half years.

The stuff we've learned is being able to do and push design or production or taking themes or ideas we've tried to explore one game, and then expand on it for another game. So we get the iteration with the same team. I'm a big believer in that. Not having to start over from scratch. 
RPG Site: Since you mentioned remote work, how do you balance not overdoing it with your work and life balance? I've been through that as well with freelance and remote work. Has that been a problem for you and the team?

Chandana Ekanayake: It was a problem for me when I first started because I've been in studios for like 20 years, but even then, I think I was overworking even in studios, so part of starting this studio was also trying to balance that a little better. I have two kids, they're older teenage sons now, but at the time when I started, they were younger, and there were times where I want to be with them more as they were growing up. Doing it remotely and trying to balance the time was a definite goal. 

Starting the studio meant I had to be an example as a studio head, so if I'm not doing it then the rest of the folks aren't doing it either. That was a big goal. It's hard when you're working at home as you know. When am I at work, when am I at home, and so for me it's like when I stop, or try to make dinner. When I'm in the kitchen and I'm cooking, that is my signal that workday is over, and it's family time. Same with lunch or whatever, but I'm trying to because it used to be traveling from work to the office to home. That's when I used to decompress, that's time to make that transition. It's much much harder when you're in the same space for work and home. It's definitely a conscious effort of doing activities that are a break between work and home.
RPG Site: I remember when I got Thirsty Suitors for review, I loved the blend of genres. I enjoy skating in games, rhythm games, and love turn-based combat. I had a lot of fun with it, but I remember my friend getting confused about the name and gameplay. It felt like Thirsty Suitors had an identity problem, and then the name confused people because they thought it was a dating sim. What did you learn from that experience and did it help making Dosa Divas more focused?

Chandana Ekanayake:
It is also where the gaming market has gone too. People are comfortable with things that they like, and they want other things that are kind of like the stuff they like, but also offer something new. I think that's the balance, and looking back at Thirsty Suitors, I think the challenge as we were in development we wondered if it was enough of a game for people to pay attention to. So it was with good intention that we were trying and the game came out of the love for JRPGs or turn-based combat we had, but we wanted to take those tropes and frame it in sort of a relationship manner, and turn-based combat was the right fit. 

I always think about the game and the idea, and then what kind of gameplay would help really express the theme, and turn-based combat does, because doing the actions of the attack types, but also having the dialogue moments back and forth just made a lot of sense for the type of story we wanted to tell. 

Skating was originally a loading screen and we thought it sounded fun so we put it in. Then I think it was a lot, but the name came about because it was originally a game about arranged marriage. Thirsty Suitors were the suitors that were trying to win your hand in marriage or Jala's (from Thirsty Suitors) hand in marriage, but myself and our lead writer Meghna on the project, she grew up in India, I grew up in Sri Lanka, and while we know folks have gone through arranged marriages, neither of us have had personal experiences or anyone on the team, so we didn't feel like that was our story to tell. At the time in the West there was Indian Matchmaking and things like that, and I noticed as we were watching the show and getting reactions, folks in the West have a very specific idea what that means, and I just thought it was too hard of a subject to tackle with these built-in ideas of what that meant in the West versus what it means in places in Sri Lanka or India. 

So we went from that to Jala, her dating life, her breakups and so on. I think we describe it more as a breakup simulator than a dating game, but the name suggests it's more of that. The learnings, going back to your question for that, we want to try to be more direct in terms of what kind of game is what kind of genre, and then also try to play within that space that people like our games for which is a certain point of view or perspective or certain storytelling. 
RPG Site: I want to touch on the combat in Dosa Divas now. You've mentioned before about the turn-based and timing elements, and obviously everything coming out now has people bringing up Expedition 33. You've probably seen some buzzwords thrown around about every game being the Expedition 33 of something as well. We might even see some heaadlines like that for your release date reveal with "Dosa Divas is Expedition 33 South India edition" or some nonsense like that. 

Chandana Ekanayake:
I think we probably will get that. We got that for Thirsty Suitors. It's like Is it "Like a Dragon South Asian Edition" or something like that.
RPG Site: The reason I bring that up is you've mentioned Sea of Stars and games like that, but based on what I've played of the demo, I feel like people aren't picking up on the Bravely Default and Octopath Traveler influence. When you decided you wanted it to be a turn-based JRPG, how did you decide to blend in that boost element with the timing aspects specifically?

Chandana Ekanayake:
We go back to things like, for me personally, Super Mario RPG and Paper Mario: The Thousand-Year Door, before Sea of Stars and Clair Obscur: Expedition 33, and Bravely Default was also a thing there. I actually just recently finished Expedition 33 a month ago, and I loved it. I think the thing that people who aren't familiar with these other JRPG type games, is mostly the presentation and the story that seems more approachable maybe, and they're not aware that there's a whole history and decades of a genre that's tried a lot of different things. Even in the Final Fantasy series, from NES versions all the way up to modern, they've tried a lot of different things. We just took the ones that we like the best, and also the ones that fit the theme the best. 

Like you said, Octopath Traveler is an influence on there for sure for sure, and Bravely Default before that for the boosts and the shield system. It was also kind of a stepping stone or feedback from how people thought Thirsty Suitors was a QTE game. I think mostly that's about the interface of it, because I don't know if people call Expedition 33 a QTE game? Maybe not.
RPG Site: Some people call it a parry RPG or Sekiro turn-based RPG because you have to use buzzwords now or no one cares what you say.

Chandana Ekanayake: *laughs* I think their parry system is cool, and I like the blocking, which again for us is more of timing elements from the older Super Mario RPG and Thousand-Year Door, but the shield system for us since we're doing this flavor-based and food-based theme for the game, making the shield into a plate that you break, and when they're stunned, they're actually stuffed with food. I think we always try to find where the theme and the mechanics can feel like they're meant to go together, and that takes time and iteration. We spent a bunch of time even at the beginning of this project just to figure out what that system was, and it's still going through iteration and balance as we finish up the game. 
RPG Site: I've already played Thirsty Suitors and know how to make dosas. I've also been enjoying the references in the Dosa Divas demo so far. I feel like I'm resonating with the demo more than many will since a lot of people will play it with no context for the dishes or references. This is a two-part question. Do you worry how approachable your games are for people who don't understand the cultural significance and do you worry that the spice or flavor system, Dosa Divas' elemental system, might be too confusing for some people who just want to play it as a traditional turn-based RPG?

Chandana Ekanayake:
For the second part, it's type matching. So if you have spicy to spicy, that's all that matters, you don't have to remember anything, it's not like a rock paper scissors system. You don't have to remember that spicy beats sweet or things like that right. If an enemy has a weakness to sour, you use a sour attack. At least when we playtested and we showed it at Summer Games Fest last year, there wasn't a big confusion about what goes with what, because we're not asking you to remember which color beats which color or anything like that.

I don't think a lot of folks know what a dosa is in the US at least. Dosa Divas was the original name it had for the concept. Then I thought about it, and then we spent a lot of time coming up with other names. We always kept coming back to Dosa Divas, and I don't know, the Divas part of it is not about the sisters, it's actually what the mechs are called in the world. So there's a nice depth to the name, but also it was easy to remember and say. We have had people who think dosa is "dos" in Spanish. So it's like two divas. Ok that works too. *laughs*

Trying to name anything is really hard, especially a game, and it's like you're balancing between: Is it unique? Is it generic? Will people remember it? Will they be able to find it? There are a lot of different thoughts that go into it. At the end of the day, we kind of end up going with does this feel good to us? Does it speak to what we believe, and what we do, and does it stand out? Does it also fit? People seem to think it fits with what we do as a team so that's good enough for us, too.
RPG Site: Based on what I've played of the demo, I'm curious how linear the game is.

Chandana Ekanayake: So the story, like Thirsty Suitors, is linear. The demo that you played is in this, the fishing village. You can go back to it, and there's activities to do in each area in-game. Then it opens up too, but it kind of branches into open gameplay, cooking things, delivering food, and then it goes into these chapters of boss battles and story moments. So I think it is linear with the places that open up at points.
RPG Site: You mentioned chapters, so are  there any missables people have to worry about when they're playing it? if you don't get all those posters in the first village you're in, will you miss out on something? 

Chandana Ekanayake:
There are chances to come back later, and then the progression is based on your village status. I don't know if you saw any of that stuff.

RPG Site: The level up screen where you unlock more skills in the town when you fill up that bar, I forgot what the exact in-game term was.

Chandana Ekanayake:
The first chapter you can level up to a specific amount and you move on, but then you end up coming back to do all the side missions, or make all the food, or feed all the people. Is this the first time you played our demo?

RPG Site: Yes. I didn't attend Summer Games Fest last year.

Chandana Ekanayake:
Yeah and you said you played on your Steam Deck?

RPG Site: Correct. I've only played it there so far.

Chandana Ekanayake:
How was that experience?

RPG Site: The fonts are a bit small. I think Valve might mark that as Steam Deck playable because of the font size, but it ran with a 90fps target and was holding well. I didn't change much and only had some hitching. I think the only issue I ran into was not having the timing down for blocking and attacking when the star prompt appeared. I think it maybe needs to be clearer since I was always confused and either hit early or late, mostly early. Barring that, it felt great on the handheld.
RPG Site: Back to the exploration section of the gameplay. How did you decide to add some platforming elements into the game? I found them quite interesting since you can just jump around and it feels great, but then I also ran into some invisible walls. How has the feedback been from when you had demos at Summer Game Fest for the non-combat sections of the game so far?

Chandana Ekanayake:
Again back to the theme of these two sisters running around in a mech. We wanted to have a little bit more freedom with exploration. I wouldn't call it a platformer because there's no fall to death, but it was just a way to explore a town, and design these villages, with the idea like that first fishing village has a very vertical layout, you're jumping from these sort of high tall rocks, and there's a village built on top of it. Did you find the run button? 

RPG Site: Yeah, of course. I saw the Naruto run immediately. I actually have a question about that as well so stay tuned for that.

Chandana Ekanayake:
It evolved from wanting to explore, and then once we figured out people get hungry, you honk to see who has orders, and you run around, get the orders, and then you make it, and you run around and feed on the run. That dynamic felt great for us. So that's what came out of it. 
RPG Site: Thirsty Suitors' soundtrack was a bit more bombastic and upbeat compared to how subtle and even elegant the music in Dosa Divas is so far. I love the soundtrack though. How do you decide what sort of soundtrack you want for games? 

Chandana Ekanayake: For Thirsty Suitors, we took some traditional stuff, but it's not a Bollywood score or anything. So Ramsey Kharroubi who did Boyfriend Dungeon, did Thirsty Suitors' music which I love. So with Dosa Divas, he obviously did all the music too. For the influences, I usually make a playlist for him when I start thinking about the game idea, and it's eclectic, it's all over the place. 

For Dosa Divas, we spent a lot of time just figuring out the world, because with Thirsty Suitors, we don't ever say in the game, but it's like a 90s and 00s-inspired time. But then it's also modern in some ways. It's also set in this specific town, and then for each character and theme, we also wanted to really showcase that character. The music changed for that.

That's the same thing in Dosa Divas where the fishing in the first village has a specific theme, then when you go into battles, it changes, and that's going to, as you get to the new towns and the different bosses also, it is going to jump around from genres a little bit too like Thirsty Suitors.
RPG Site: What made you want to make a game focused on dosas as the main mechanic? Dosas are literally why I was interested in the game in the first place. I love dosas and knew I had to play this.

Chandana Ekanayake:
I love doses too. I'm starting to make them now too. I cook a lot, but mostly I've been focusing on my mom's dishes that are a lot of Sri Lankan-style curries and things, but dosas, it's a whole other thing. We're going to try to make some dishes from the game, because the cooking system also, as you probably noticed, is different from Thirsty Suitors in the sense Thirsty Suitors you're cooking a specific dish with one of your parents. In Dosa Divas, people want different things, but you can combine, so it's a little more flexible system. That was a big thing for us in terms of doing those cooking systems and the combat systems. In Thirsty Suitors, player expression was a goal, so making the cooking system a little bit more expressive in terms of how you combine things, what people want, and this carries over to the combat again with flavors, but there's not always a right way to beat somebody. 

In Dosa Divas, you have three people in your party versus a solo system like Jala in Thirsty Suitors. You have more flexibility of how to get through a combat scenario as well here. Why dosas? Initially, the concept was two aunties in a mech. That was the thing that I was playing with. Then when we looked at tuktuks and three-wheelers which I have fond memories of in Sri Lanka, and then pre-pandemic, we had gone back a couple times with my kids when they were little. They really wanted to drive these tuktuks, and so that kind of stayed in my mind, and we're thinking about chefs, because we like doing things about food so what kind of food truck would they run around? Then let's take a tuktuk and then turn it into a mech because that'd be neat. 

Then what kind of food would you want for street food, but also with a food truck? Then there's plate foods like dosas, and there's handheld foods and bowls and things, and those are the dishes that you'll see in the course of the game. That led into the name. There was a combination of the love for the food and the themes we're trying to explore, and it's a bunch of different inspiration and that's what came out of it.
RPG Site: You mentioned the running animation. The Naruto run made me laugh the first time I saw the animation, but the two most notable references I saw so far are the Fist of the North Star punching and the Horn OK Please art on the mech.

Chandana Ekanayake: When you go into the body shop customization screen, there's different versions of that as well. A lot of the influences for that, we looked at like really ornate designs, and because the trucks are on the road a lot, they kind of represent where people grew up with or their home on the truck. We really like that concept. A lot of the mech design came out of that and "Horn OK Please" is a thing on the back of those. We take those elements and keep them in on the mech as well.
RPG Site: You're going to be announcing the release date soon and it is out on April 14 for consoles and PC. What does a day in your life look like now that you are essentially in the home stretch?

Chandana Ekanayake: It involves a lot of play testing, fixing, balancing, and pacing. It is like gameplay, story, and pacing things, and then also fixing things as our QA team goes through to see what's broken. We're jumping around a lot, looking at the game as a whole, and now that it's all together, just playing through it multiple times and also sections at a time to see if it's coming across the way we wanted to. It's just a lot of iteration and a lot of play testing with adjustments. 
RPG Site: How has it been working on the different consoles with submitting different builds for certification? Did you get any help from the platform holders in any way?

Chandana Ekanayake:
We've been doing console platforms over multiple years and multiple projects. There's a process, and we're familiar with it, and we have tools that support it. I don't think there's anything new. We've been part of platform launches like a VR launch, the PlayStation VR launch, and when you're launching on a new platform, it's like everyone's trying to work on the platform and also the game, so that's a little tougher, but in this case we are on established platforms. If you've shipped enough games on platforms, it's not nothing too surprising. 
RPG Site: Since Dosa Divas already plays great on Steam Deck, I was wondering if there were plans to do anything special with the Switch and Switch 2 versions with HD rumble or touchscreen and mouse controls? I was also curious if there are plans to add DualSense haptics?

Chandana Ekanayake:
We are messing with those. I don't think the mouse stuff is in there, because our UI is not really designed so much for a mouse even on PC. So we're not doing anything with that, but we are definitely taking advantage of various things on the platforms.

Tell me what you thought about the first section of the demo. 

RPG Site: So besides the combat where I couldn't read the timing well enough in parts and some invisible walls, I was enjoying it a lot. I'd probably show the full game to my grandmother because she taught me how to make dosas and she will probably side eye the recipe combinations I've seen in-game already. 

Chandana Ekanayake:
*laughs* We have mango dosas, banana dosas, but we talked a lot about what goes in there and there are some weird combos, but I think it could work. We've seen examples of some of this stuff, too. I find going to towns and trying a bunch of different street foods, there's always something really interesting, and the mixing of foods from various cultures is always really interesting. 

So that's something we want to explore in this fictional future too. Those might not exist in real life, but it will be fun to try.
RPG Site: How has it been self-publishing Dosa Divas and also working with OuterSloth?

Chandana Ekanayake:
They've been great, and while we are self-publishing, Jules Engel and popagenda have been really really helpful for publishing support. It makes our job easier. We have folks that are reminding us to make sure we're doing all the things properly. We've self-published before, and it's a lot of work, but working with other partners like popagenda has been easier for us.
RPG Site: Now that we are done discussing Dosa Divas, let's talk about your career from a little while ago. How was it working with Bethesda on The Elder Scrolls III: Morrowind?

Chandana Ekanayake:
Well, I didn't know any better. I started there when I was 19, I worked on Battlespire and Redguard, and then worked on Morrowind. So, that was my first introduction to video game development. I don't think anybody on that team expected it to blow up as it did. Especially since it was an original Xbox game and no console players had ever seen a game like that at that time. I think it was really cool and a good experience. Todd Howard was probably the best boss I've ever had. He's been awesome to work with. So, I learned a lot working on that team at the time.
RPG Site: Barring the Bethesda titles, when I was looking at the games you worked on, I saw Morrowind and knew I had to ask about that, but then I saw Enter The Matrix and The Matrix: Path of Neo. Can you talk about the experience working on those?

Chandana Ekanayake:
Those are fun. I was a huge Matrix fan, like the original movie, and had the opportunity to go down to Shiny Entertainment to work on Enter the Matrix and we got to see all the scripts, and I got all these set photos while they were in production. That was a crazy project because we had to ship it on the day of the movie. There was a lot of crunching on that project. When I first started there, I did a lot of the character work, and then videos, and a bunch of UI work, but we would go to meetings with the Wachowskis because we were in Orange County, and they were in LA, so it was like an hour and a half away.

It was really neat to be a fan of the stuff the Wachowskis did, and The Matrix, and seeing all the sketches, the set photos, the costumes, and being able to read the scripts. It was a fun project. It was also a difficult project, because we were trying to do a lot, and trying to release it as a movie came out. There's also layers of approval, like anything we did had to go through our publisher, the Wachowskis, Warner Brothers, and so sometimes the turnaround time that we needed to get things done was a little slow. I think that process is better now, but I haven't worked on a movie IP game since. I think I got burnt out after doing two Matrix games and a Terminator game that we had to help out on with our publisher at the time. That was a long time ago.
RPG Site: You've worked in AAA and on indie projects, and you've also literally developed and shipped games during the pandemic. How has it been working during the pandemic?

Chandana Ekanayake:
 I think general development seems more accessible to folks outside the US, and all over, and especially for remote teams. I think the folks that are having the hardest trouble are traditional bigger teams that have been used to working in studios, and trying to go remote. We were already remote before the pandemic. So it wasn't much different for us with work, but it was different because the world was on fire and we had to deal with it. Just being able to focus and have that time with the project, I think really got us through back then. Just seeing how everybody is, and also because we were in so many different places, just talking to everybody in different countries, and what the local government's position was for the pandemic, and all that stuff, it was really interesting. 
RPG Site: What do you think of the state of indie games right now?

Chandana Ekanayake:
As for the state of indies, I think there's a lot more games, and really great games, and a lot of from single developers to bigger indies. There's too many games. I think that it's not just about "Oh can we make a game?", it is like "Can we make a game and make it stand out, and are we saying something interesting?" and that's sort of where I am in my career. We feel like we can pretty much make anything we want, but also we know what we are good at, and what we like, and then we sort of blend that with something players would want to play. That's always a consideration. It's building something for an audience, but also making sure that it is true to what we like to do. 

I'm still really excited about the art of making games.
RPG Site: What did you play last year that you really enjoyed and what are you looking forward to playing this year?

Chandana Ekanayake:
I have a list because I do play a lot of games throughout the year, and then I also play games for judging various things. The ones that stood out for me are: Expedition 33, I came to it late, because I knew how I knew it was going to be a big game, but I'm surprised It's not too big. I actually liked it. Dispatch was a really neat experience, and I think it did a great job of bringing some of the sort of Telltale type games to a modern audience and also using FMV pre-rendered videos was really smart. Everything felt like it worked great. Then Ooo is so elegant, and what they did with just a basic set of mechanics. I liked Dogpile, and The Drifter is a gorgeous game. It's a traditional point and click adventure, but done with just wonderful pacing and storytelling. Also Tiny Bookshop which is a management sim game. I didn't think I was going to like it, but it was really charming with nice depth of gameplay there too. I'm a Vampire Survivors fan, so I played Megabonk. I didn't think I was going to like it because I thought it's just Vampire Survivors in 3D, but the 3D-ness and the presentation of it added a lot.

Then Despelote. My god, what a wonderful slice of life game. There's this other one, it's a very minimal game called Nodebuster. It's a tiny little game, but sometimes you spend all day solving these difficult problems and just want to play something that has a great gameplay loop, and Nodebusters is a minimal kind of an idle game, but has a nice upgrade tree and pacing on that was the one that stood out for me this year. 

I haven't even looked at what's coming out yet this year. When you're where we are, we're just trying to focus on finishing Dosa Divas. I haven't paid attention to what's coming up soon. I will at some point.
RPG Site: So my last interview question is usually about how you like your coffee, and I ask to go into as much detail as possible, but I have more planned for us here. First, how do you like your coffee?

Chandana Ekanayake:
So sometimes it's not coffee at all. I grew up with tea, so I'll do milk tea sometimes. Sometimes I'll do a savory broth as my morning coffee. With Jules from popagenda, we were in a meeting yesterday and I was drinking some brown liquid out of a glass and it was just bone broth. *laughs* For coffee, I'll go just black or a little bit of cream, but it'll have to be warmed up milk or cream. I've realized I'm lactose intolerant, so I end up going to oat milk or something like that.
RPG Site: Now, what's your favorite dosa?

Chandana Ekanayake:
So there's two dosa shops near here. Washington has a huge Indian population. Microsoft's nearby, and you know there's a huge Indian population because I'll drive by a park, and there's cricket being played with the full kits. So there's this one place that has a four foot long dosa. It's for four people.

RPG Site: You mean a paper dosa?

Chandana Ekanayake:
Yes, a paper dosa. You can get different ingredients, and we change it up. We''ll take the whole family. We'll have a four foot-long dosa. It is hard to pick a favorite. What's your favorite? 
RPG Site: Mysore masala dosa with masala on the side, not inside it.

Chandana Ekanayake: Mysore is probably the one that's more common in this area. I end up going to that too. Yeah.
RPG Site: Do you have the masala inside or outside?

Chandana Ekanayake:
I've tried both. It depends. I don't know what I'm feeling for that day. You know the game Venba

RPG Site: Yes, I love Venba.

Chandana Ekanayake: So when I visited Abhi (from Visai Games) in Toronto, he took me to this one place that had some good South Indian food including good dosas.