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	<title>IndieRPGs.com &#187; developer interview</title>
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	<link>http://indierpgs.com</link>
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		<title>Interview with Banov</title>
		<link>http://indierpgs.com/2012/01/interview-with-banov/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-banov</link>
		<comments>http://indierpgs.com/2012/01/interview-with-banov/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 04:55:25 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[Banov]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Phantasmaburbia]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=1379</guid>
		<description><![CDATA[IndieRPGs.com recently sat down with Greg Lobanov (a.k.a. &#8220;Banov&#8221;), creator of the innovative pirate-themed jRPG Dubloon, for a chat about his latest project, Phantasmaburbia. We also talk about RPG pricing and his experience so far with transitioning from free games to commercial work. What gave you the idea for Phantasmaburbia? I grew up in suburbs, [...]]]></description>
			<content:encoded><![CDATA[<p>IndieRPGs.com recently sat down with Greg Lobanov (a.k.a. &#8220;Banov&#8221;), creator of the innovative pirate-themed jRPG <a href="http://indierpgs.com/2010/07/game-review-dubloon/">Dubloon</a>, for a chat about his latest project, <a href="http://phantasmaburbia.com/">Phantasmaburbia</a>. We also talk about RPG pricing and his experience so far with transitioning from free games to commercial work.</p>
<p><span id="more-1379"></span></p>
<p><strong><a href="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/pondersanta.png"><img class="alignright size-medium wp-image-1383" style="margin: 5px 10px;" title="Banov" src="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/pondersanta-300x300.png" alt="" width="300" height="300" /></a>What gave you the idea for Phantasmaburbia?</strong></p>
<p>I grew up in suburbs, and I&#8217;d frequently go out and explore what wilderness was available to me for the fun of it. A lot of those imaginary adventures fueled what would be come my later day work in video games. For this project I thought I&#8217;d try to work in a suburban setting for the game, and try to communicate the joy of suburban exploration. To that end, I also based many of the characters in this game on characters I&#8217;d drawn back in the day. Conceptually, the whole project is very personal to me.</p>
<p><strong>That&#8217;s funny; I did a lot of that same suburban exploration when I was a kid as well. It never would have occurred to me to actually make the suburbs the setting for an RPG, though. Much of the game&#8217;s exploration seems to occur in spirit tunnels (extra-dimensional pockets that lead between suburban subdivisions); how do those relate to the suburban exploration motif? Are you going for sort of a Narnia thing, with the fantastic carefully hidden within the folds of the everyday?</strong></p>
<p>That&#8217;s a great way to put it. The Spirit Tunnels are these celestial little zones where ghosts travel through, and they&#8217;re said to have always been there&#8211;it just took some awakening of the sixth sense to be aware of them. They serve as the game&#8217;s &#8220;dungeons,&#8221; where I was a lot more free to arrange puzzle elements and stuff in ways that are interesting to play but totally unrealistic for something human built.</p>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/Phantasmaburbia02.png"><img class="alignleft size-medium wp-image-1386" style="margin: 5px 10px;" title="Phantasmaburbia Spirit Tunnel" src="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/Phantasmaburbia02-300x225.png" alt="" width="300" height="225" /></a>They also add some spiritual &#8220;color&#8221; to the suburban landscape. In a remote area of the woods, for example, there&#8217;s a old wooden shack that burned down years ago. Right on top of it is a Spirit Tunnel that houses this ancient spirit of heat and flames. In subtle ways like this, the game suggests unperceived supernatural explanations for certain events and the placement of various landmarks in the town. So, yeah&#8230; that &#8220;fantastic hidden within the folds of the everyday,&#8221; for sure.</p>
<p><strong>What made you decide to move from free releases to a commercial model?</strong></p>
<p>I&#8217;ve been making games for a while. At some point I decided I wanted to sustain myself off of them, and so all of my latest work has been geared in some way to earn a little money on the side. I&#8217;ve done a flash sponsorship, and put out a mobile app&#8211;selling this game is what I see as the next logical step, getting my feet wet in another market, so to speak. I don&#8217;t expect this game to fare very well, but that&#8217;s OK, because I really do it for fun and for myself. It&#8217;s something of an experiment, I suppose.  Making it commercial also gives me some healthy incentive to work harder on the game and keep a better eye for quality to make it worth the price.</p>
<p><strong>You mention the issue of value for money. I remember seeing somewhere that you plan to release this game at a $5 price point. Is that still the case? What made you arrive at that price?</strong></p>
<p>Whoop! You are a little behind the times, mister&#8230; around October I announced the starting price would be $10. Picking that number was a very difficult process for me. I&#8217;m sure anyone who&#8217;s put thought into their game&#8217;s pricing has faced the same crisis; set the price too high or too low and the game either appears overpriced or without confidence.</p>
<p>I&#8217;ve seen a lot of RPGs priced at around $15-20. I chose $10 to stay competitive with them, but to also set myself apart from the cheapo casual games. Initially, I saw this project as being relatively small and something of a casual RPG, but since then the amount of content&#8217;s ballooned and the way I look at the game has changed, too.</p>
<p><strong>Do you think it&#8217;s sustainable for RPG developers to price their games to compete with casual games?</strong></p>
<p>I have no experience with pricing or with selling PC games, let alone an RPG, so this is the sort of question I may be better suited to answer once the game is in postmortem. That said, my guiding belief with this has been that RPGs should always be priced higher than their casual counterparts; there&#8217;s just so much more content and commitment involved for the player.  You can&#8217;t really put them next to casual games and expect people to buy them on impulse the same way they may purchase Angry Birds or something.<br />
Pricing RPGs higher is more fair to the developers, and I think one way or another most players recognize that.</p>
<p><strong><a href="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/Phantasmaburbia01.png"><img class="alignright size-medium wp-image-1389" style="margin: 5px 10px;" title="Phantasmaburbia01" src="http://indierpgs.com/wordpress/wp-content/uploads/2012/01/Phantasmaburbia01-300x225.png" alt="" width="300" height="225" /></a>Have you been able to take anything from your experience with making and releasing Dubloon and put it to use with Phantasmaburbia? (Other than reusing the core engine, I mean.)</strong></p>
<p>Dubloon was a huge project and I learned a lot from it. Just having that experience of working on and finishing such a big game made me feel a lot more prepared coming into this one. More importantly, Dubloon left me feeling a lot more comfortable working in the RPG genre&#8230; a lot of Dubloon was formed on concepts pulled from other games, whereas in Phanta I&#8217;ve felt a lot more comfortable to try things that I hadn&#8217;t seen in a game before. Having the engine core already there and working gave me a lot more space to focus on story and design, too.</p>
<p><strong>What are you doing in Phantasmaburbia that you haven&#8217;t seen in a game before?</strong></p>
<p>On the largest scale, I&#8217;ve structured the game&#8217;s story and dungeons in a way I haven&#8217;t seen before. To keep my explanation simple: the order of levels and what levels you see aren&#8217;t set in stone and will be different each time you play the game based on your choices. Most RPGs focus on &#8220;story&#8221; decisions, giving you dialogue trees and upgrade options that ultimately lead you to one of several endings. I feel that &#8220;choices&#8221; like that are meaningless in video games. In Phantasmaburbia, the story that plays out is always the same&#8211;no set of decisions is going to land you in the &#8220;good&#8221; or the &#8220;bad&#8221; ending, so no choice is &#8220;right&#8221; or &#8220;wrong.&#8221; I opted to create an RPG where the player makes choices that give them different <em>gameplay</em>, with the hopes that this makes the decisions you make feel more meaningful. This also leaves the game with great replay value, naturally. Liquid level order is nothing new to video games, but I haven&#8217;t seen it done in an RPG, or at least not in a way that&#8217;s so central to the structure of the game.</p>
<p>Another major component of the game are the puzzles. That should come as no surprise to those familiar with RPGs, but the types of puzzles here are conceptually different from those I&#8217;m used to playing in this genre. The puzzles are all built around 4 simple &#8220;ghost powers&#8221; introduced early in the game which are used to manipulate the environment in ways that are interactively interesting. There are no puzzles that have to do with talking to characters and trading items; in fact, there are almost no NPCs at all in the game, and no stated system of currency. There are also essentially no &#8220;puzzles&#8221; where you&#8217;re confronted with &#8220;Obstacle X&#8221; and simply must remember to use &#8220;Item Y&#8221; on it to proceed; each puzzle is meant to force some thinking and consideration, where you have control of many of the room&#8217;s elements but have to arrange them so that everything is &#8220;satisfied.&#8221;</p>
<p>These are the big 2 ways in which I really worked to differentiate my game from the crowd as far as gameplay. I&#8217;m already getting a little wordy here, so I&#8217;ll shut it for now. <img src='http://indierpgs.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><strong>How do you like using Game Maker? Do you have any plans to try out other platforms in the future?</strong></p>
<p>I really love Game Maker. I&#8217;ve been using it since I was 12 and it&#8217;s never let me down. I&#8217;ve been dipping my toes into other tools like Flash and Unity, but I&#8217;m just so familiar with Game Maker that it&#8217;s hard not to use it for my big projects. In Game Maker I feel like I can program anything I want with it and thus never feel limited by technical ability. It&#8217;s been a huge factor in how much time I&#8217;ve been able to devote to the &#8220;fun stuff,&#8221; and how much content I&#8217;ve been able to add in what&#8217;s been an under-12-month development cycle. I always say there&#8217;s a chance I&#8217;ll turn my back on GM forever as I&#8217;m finishing the &#8220;next big project,&#8221; but I always come crawling back&#8230; so I think I should stop tempting fate and just keep doing what feels right for each project.</p>
<p><strong>It&#8217;s probably a little early to ask, but do you have any plans for future projects post-Phantasmaburbia?</strong></p>
<p>I tend not to think about this sort of stuff very much, which is also probably why I&#8217;m always able to finish these ambitious projects I start. I know for sure that I won&#8217;t be making another RPG for a long while&#8230; undoubtedly my next project&#8217;ll be something small and fun. My work tends to go in phases like that.</p>
<p><strong>Anything else you want to say?</strong></p>
<p>I&#8217;d urge interested parties to keep an eye on the website in the coming weeks&#8211;we&#8217;re looking to release an extended demo of the game for a limited time once some more music&#8217;s been filled in. Also, thanks so much for the interview! I had a lot of fun.</p>
<p><strong>Thanks for your time.</strong></p>
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		<title>Drox Operative Announced</title>
		<link>http://indierpgs.com/2011/09/drox-operative-announced/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=drox-operative-announced</link>
		<comments>http://indierpgs.com/2011/09/drox-operative-announced/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 17:48:41 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[indie RPG news]]></category>
		<category><![CDATA[Drox Operative]]></category>
		<category><![CDATA[game announcements]]></category>
		<category><![CDATA[Soldak Entertainment]]></category>
		<category><![CDATA[Steven Peeler]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=1036</guid>
		<description><![CDATA[Steven Peeler (known for fantasy action RPGs such as Din&#8217;s Curse) wrote to me last week to announce a new RPG by his company, Soldak Entertainment, this time set in space. He did a pretty thorough job describing the game, which description I will now reproduce for your reading pleasure: Drox Operative is a starship [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/DroxLogo.png"><img src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/DroxLogo-300x75.png" alt="" title="Drox Operative Logo" width="300" height="75" class="alignleft size-medium wp-image-1039" /></a>Steven Peeler (known for fantasy action RPGs such as <a href="http://indierpgs.com/tag/dins-curse/">Din&#8217;s Curse</a>) wrote to me last week to announce a new RPG by his company, Soldak Entertainment, this time set in space. He did a pretty thorough job describing the game, which description I will now reproduce for your reading pleasure:</p>
<blockquote><p>Drox Operative is a starship action RPG with warring alien races, fierce space battles, a dynamic, evolving galaxy, and co-op multiplayer.</p>
<p>Eons ago the Drox ruled the galaxy through their mighty Operatives. These elite starship captains were trained to accomplish the impossible at whatever cost necessary. Whether employing stealth or brute force, they were always deadly. Using these Operatives, the Drox built a starlane system for quick travel amongst the stars, colonized and conquered millions of planets, and ruled the galaxy with an iron grip for over 100,000 years. Eventually realizing their Operators were a threat, they attempted to assassinate all of them. They failed. The following Galactic Civil War was devastating.</p>
<p>Thousands of years later, the Drox are extinct, but the secretive Drox Operative guild lives on. They have learned their lesson though: loyalty to any one race is foolish. They now work for whoever can pay. And pay they do! Empires might span hundreds of planets and thousands of ships, but when a critical task arises, they still turn to an Operative.</p>
<p>In the new space race, the major races are scouting, colonizing, and expanding, trying to take over the galaxy by diplomacy, technology, war, or any other means their scheming minds can contemplate.</p>
<p>As a Drox Operative it&#8217;s NOT your job to manage all of those annoying people, build thousands of buildings, play nice with your enemies, or balance the budget. It IS your job to pick the winning side and maybe even help them conquer the galaxy if you&#8217;re being nice, more importantly though is to rake in as many credits as possible, well that and build the coolest, deadliest ship in the known universe. Not many screw with an Operative captaining a Dreadnaught!</p>
<p>Drox Operative is scheduled to be released in the 1st quarter of 2012, however it will be released when it&#8217;s done.</p></blockquote>
<p>I asked Peeler if he had any screenshots I could show; unfortunately, it seems the game isn&#8217;t yet at that stage of development. However, Peeler did give an interview to Space Game Junkie about the title earlier this month, which you can <a href="http://www.spacegamejunkie.com/790/soldak-space-game-qa-with-steven-peeler">read here</a> if you want to find out more details.</p>
]]></content:encoded>
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		<title>Interview with Jay Barnson</title>
		<link>http://indierpgs.com/2011/09/interview-with-jay-barnson/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-jay-barnson</link>
		<comments>http://indierpgs.com/2011/09/interview-with-jay-barnson/#comments</comments>
		<pubDate>Sun, 11 Sep 2011 18:19:15 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Jay Barnson]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=1011</guid>
		<description><![CDATA[IndieRPGs.com recently had the pleasure of conducting an exclusive interview with Jay Barnson, whom you may know as the curator of the Rampant Games Blog (and the guy responsible for the occasional indie news round-up). What you may not know, however, is that he is a veteran game developer working on a humorous first-person dungeon [...]]]></description>
			<content:encoded><![CDATA[<p>IndieRPGs.com recently had the pleasure of conducting an exclusive interview with Jay Barnson, whom you may know as the curator of the Rampant Games Blog (and the guy responsible for the occasional <a href="http://indierpgs.com/tag/round-up/">indie news round-up</a>).</p>
<p>What you may not know, however, is that he is a veteran game developer working on a humorous first-person dungeon crawler called <a href="http://rampantgames.com/frayedknights/">Frayed Knights</a>. Jay likes writing words, and his responses below reflect that proclivity. Buckle in for some lengthy discussion of Frayed Knights and RPG design in general!</p>
<p><strong><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/Jay-Barnson1.png"><img class="size-medium wp-image-1019 alignright" style="margin: 5px 10px;" title="Jay Barnson" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/Jay-Barnson1-282x300.png" alt="" width="282" height="300" /></a>Hi Jay! Why don&#8217;t you tell the readers a little about your background and what got you interested in making RPGs?</strong></p>
<p>I  am a refugee from the mainstream game development industry.  I learned a  lot of my chops working at a company called SingleTrac, making games  for the Sony Playstation. We had a reputation for making games that were  really fun to play and did some amazing things for the time that really  broke the mold, but didn’t always have the most fantastic graphics in  the world. It’s a trend I’m pretty comfortable with as an indie.</p>
<p>I’ve  always been a big fan of RPGs: pen-and-paper, computer RPGs, console  RPGs, even MMORPGs (starting way back when they were text-based and “massively” meant  over 30 users at a time). I made crappy little RPGs and adventure games  to teach myself to program as a kid. When I was in mainstream  development, we kept lobbying to make an RPG-like game, but were shot  down at every turn. Even back then, few people in the games biz got to  make the game they wanted to make, and it’s only gotten worse since  then.</p>
<p>I  went indie to make the kinds of games I wanted to make. That’s not been  exclusively RPGs, but even when I started I was working towards that  goal. The engine I wrote for <a href="http://rampantgames.com/voidwar">Void War</a> was originally planned to power a multiplayer RPG. I had a tiny, crappy  dungeon and everything. It ended up using space ships instead.</p>
<p><span id="more-1011"></span><strong>Has the concept behind Frayed Knights changed at all as you&#8217;ve developed it?</strong></p>
<p>I  don’t know if the concept has really changed at all, but the details &#8211;  and my understanding of the concept &#8211; have evolved a lot over the  *cough*years*cough*.</p>
<p>I felt that just being a long-time fan and experienced action-game developer didn’t translate to expertise in RPGs. Frayed Knights  was supposed to be a “quick-and-dirty” project for me to get my feet  wet making RPGs. Two years, tops, that was my plan. Yeah, right. I even  had to chop the concept into three pieces because what I thought was a  tiny, manageable scope was still far too huge. I ended up breaking it  into three parts. This first game still has about twice as many hours of  gameplay as I envisioned the full game taking originally.</p>
<p>My initial vision was one kinda like the classic first-person, grid-based RPGs of old. In fact, Wizardry 7 was kind of my mental model (I hadn’t played Wizardry 8  yet when I started development). First-person perspective, turn-based  combat, party-based RPG with a reasonably detailed rules system and  western-style gameplay. Old-school!</p>
<p>The  whole humor part of it came almost immediately after I made that  decision. I didn’t want to make just a rehash of a style of game that  over-saturated the market in the early 90s. Remember when it seemed we  had too many games of that type, and that they’d never end? Anyway, I  wanted to do something different with it, something to make it stand out  on its own and take the style in a somewhat new direction. That’s where  the humor came in. Not crazy, absurdist humor that just mocks  everything, but the story and character based humor that has fun with  the genre, like Knights of the Dinner Table, Dork Tower, Order of the  Stick, and the Gamers movies.</p>
<p>Once  those ideas came together, it felt like The Right Thing. And I’ve been  going down that path ever since. It’s been a strong concept from the  get-go. I found pretty quickly that I was pulling in a little more of  the classic pen-and-paper experience into the game than I’d originally  expected, but that’s proven to be nothing but a good thing.</p>
<p><strong>You  chose to give the player exactly four pre-made characters to play  through the game with. For a game of this sort, that&#8217;s fairly unusual.  Is that something that grew out of the game&#8217;s initial concept (that is,  to play as a small party of adventurers who constantly bicker with each  other)?</strong></p>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_duckydoom.jpg"><img class="alignleft size-medium wp-image-1014" style="margin: 5px 10px;" title="Frayed Knights: Ducky of Doom" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_duckydoom-300x225.jpg" alt="" width="300" height="225" /></a>Yeah,  exactly. I was thinking of the table-talk we have in our Saturday Night  D&amp;D games, and I think fond memories of Mystery Science Theater  3000 also contributed to the idea. As part of the humor angle, the idea  of the characters in your party engaging in in-character table-talk like  veteran gamers really stuck with me.</p>
<p>But  to really make it character-driven and not just generic snarkiness, I  felt I needed a handle on the characters. So I came up with Arianna,  Dirk, Benjamin, and Chloe. So I really try and blend two worlds &#8212; the  old-school western RPGs where you usually created your own characters,  and a little bit of the more character / story driven aspect of more  modern and Asian RPGs.</p>
<p>I  didn’t think of it at the time, but that mix has bugged some folks  watching development. It’s proven pretty popular among the testers, even  those who were skeptics at first, so I think it worked.</p>
<p><strong>It&#8217;s  strange: at first, I really disliked not being able to customize a  party from a stable of classes. However, the way you&#8217;ve chosen to do it,  it injects a lot of character into the game via&#8230;well, you know,  characters. Most games of this subgenre are seriously lacking that; I  could never imagine my party in Wizardry bickering the way these guys  do. Still, I can&#8217;t help but wonder if you couldn&#8217;t have just made all of  the dialog non-class-specific, but kept the core characterizations.</strong></p>
<p>Yeah,  in retrospect I probably could have approached it that way. It does get  kinda funky by the end of the game if you’ve basically turned Dirk into  an acting priest and he’s still talking like a rogue. But they  originally came to be by me subverting the classic fantasy RPG class  roles. You had a warrior who was actually somewhat dainty and smart  instead of a big bruiser. You have a rogue who just can’t stay sneaky  because he’s a braggart and an adrenaline junky. You have a sorceress  who is a space cadet.  And then the “cleric” is really a druid, a class I  always loved in my old games but all the other players tended to resent  them because they couldn’t be a heal-monkey as well as a regular  cleric.</p>
<p>So  it never occurred to me to really separate the personalities from their  base class, because it was always linked to their concept and origin  stories in my mind. And that remains something of a source of humor &#8211;  Dirk is probably more suited to being a swashbuckling warrior than a  rogue. Arianna would probably have made a better sorcerer. Benjamin is  really too mellow to be an adventurer at all, and a nature-priest  remains a sub-optimal choice for that lifestyle. And Chloe&#8230; sheesh.  Nobody knows about Chloe.</p>
<p>Incidentally,  only a few people have noted that the initials of the characters are  A,B,C, and D. That was another goofy idea inspired by a description of  combat by Gary Gygax back in D&amp;D. All of the characters of one team  had names beginning with an “A”, and everyone on the second team had a  “B” name. It was just one of those dumb things I use to amuse myself. If  nobody else gets a kick of out this game, I will.</p>
<p>Their rivals, the Heroes of Bastionne, are named Edgar, Florentine, G’rash, and … Selena.</p>
<p><strong>The  &#8220;grid&#8221; is a huge staple of the dungeon-delving genre. What made you  decide to go for free-form movement? Was it a design decision, a  limitation of the Torque engine, or a little of both?</strong></p>
<p>Some  days I really wish I’d done that. It would have made things so much  easier. I did it in full-on 3D environments “because I could.” Again, it  was kind of the idea of marrying the old-form of RPGs with slightly  more modern technology. I really wanted to take advantage of the  vertical element and more open-ended level design. Later, I played Wizardry 8 &#8211; an awesome if flawed game &#8211; and found they’d done the same thing, to great effect.</p>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_slimeballs.jpg"><img class="alignright size-medium wp-image-1016" title="Frayed Knights: Battling Slimeballs" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_slimeballs-300x225.jpg" alt="" width="300" height="225" /></a>A  more restrictive environment would have been far, far easier to  develop, to create editors for, to code for, and to do even cooler  things with. Greater flexibility means greater complexity.</p>
<p>But  I’m still happy with the decision. We’ve been able to do some really  cool levels and concepts that wouldn’t work in a Cartesian grid. So  problems and all, I’m pleased. And this is an area where the strength of  the Torque engine came in handy.</p>
<p><strong>Speaking  of engines, how is Torque working out for you? Are you going  to stick with it for subsequent episodes, or have you been seduced by  Unity&#8217;s sweet siren&#8217;s song?</strong></p>
<p>If  I were starting over today, I’d be about 80% likely to choose Unity.   At the time, the version of Torque I chose &#8211; now no longer supported &#8211;  seemed like an okay choice. I designed Frayed Knights around my expectations of the engine’s strengths and limitations. I guessed wrong on some things.</p>
<p>I’m  tempted to look at the newer version of Torque or Unity for the sequels  &#8211; REALLY tempted &#8211; but I dread the amount of work it would take to port  the game over. There’s a ton of game code in there. Besides just  porting the game over and going through a whole new round of testing,  debugging, etc. there’s the need to learn the new pipeline, processes,  etc.  Changing the engine would definitely delay things.  And then  there’s inevitably the surprises and limitations you don’t learn about  until deep into development.</p>
<p>I’m  not ruling it out. That siren’s song is dang strong. But now that we  finally have the game running, and the thousands of issues mostly  resolved, and have worked out a process within the existing framework,  it’d be nice to just focus on content and small improvements for the  sequels.</p>
<p><strong>One  thing I like about Frayed Knights: I appreciate that you can oftentimes  see enemy encounters before they happen. Sometimes encounters occur  from out of thin air, though, which is jarring once you get used to  dodging enemy patrols and seeing guards from around corners. Are the  truly random encounters a holdover from before you put in visible  parties of enemies? Or is it just a matter of “I want more enemy  encounters but don&#8217;t have the time to add and balance patrols that cover  every area of the map?”</strong></p>
<p>There  are three general kinds of encounters: Static, patrols, and random.  Static encounters are the meat of the game (as they are in most RPGs),  have the most interesting variations, story elements, and treasure, but  with a few exceptions, they are &#8211; well, static. They appear in a certain  location, or when a certain sequence of events occurs.</p>
<p>Patrols  make your wandering around more interesting. They respawn, but are  avoidable. If you are looking for trouble to get the last fifty  experience points to level, you can go hunt down a patrol or whatever.  But they are also an exception to the turn-based rule of the game, so I  don’t want to overuse them.</p>
<p>Random  encounters are really an old-school game mechanic that adds risk to  actions but plays within the turn-based rule system. People tend to  think of turn-based games as being “slow,” but they can actually play a  lot faster than real-time. You can spam a dozen searches in a few  seconds of real-time if you want, and that’s perfectly fine. You can  rest and heal completely in an instant, with no cool-down period timing  down until you can do it again. You can pick locks as fast as you can  press the buttons, and keep trying until you get it right.</p>
<p>Random  encounters make any of these actions risky in dangerous territory.   They are based on turns passing, whether you do nothing for three hours  while you leave the game running and go out to the movies (and thus no  time passes in-game), or spam turn-long searches several times a second.  Or if you try to set up camp in the middle of a hall in a thickly  occupied hobgoblin military barracks.</p>
<p>There  are some tricks to it. Not all areas are created equal as far as  encounters are concerned. Some areas have a lower chance of encounters  happening. Also, even the random encounters do line-of-site checks from  random spots around you to detect you, and if after three or four  unsuccessful attempts, it skips the encounter. So be careful where you  rest, and you will minimize those ugly surprises.</p>
<p><strong>What  lies behind the choice to gradually reduce each character&#8217;s maximum  endurance as you move through each dungeon? I ask because the first  dungeon in the game (which is where the game actually starts) will not  allow you to leave and recover your characters&#8217; maximum endurance to its  normal levels. Which means that you have to try to limit the amount of  combat you engage in so that you can complete the thing before your  party becomes completely useless. (Not that the game tells you that.) In  a way, it&#8217;s a pretty harsh introduction.</strong></p>
<p>This  is really three questions in one: The endurance mechanic, the  exhaustion mechanic, and how they work together in the very first  dungeon.</p>
<p>In Frayed Knights,  most actions &#8211; particularly combat actions, active feats, and  spellcasting &#8211; cost endurance. There’s no special “mana” pool for magic  or anything &#8211; it all comes from your personal store of energy.  Completely depleting your endurance leaves you vulnerable &#8211; your  character is not only forced to rest for their next turn in combat to  recover endurance, but they are more vulnerable to attacks. Endurance  management is key to success in the game. It’s a constant risk / reward  factor: You don’t want to blow your wad and overkill at the beginning of  the fight, and nothing left over for the end. So you can manage that  resource by using less tiring option, like less powerful abilities,  magical items, and picking times to manually rest a turn in mid-combat.</p>
<p>Then  there’s resource-management in-between fights &#8211; the “attrition”  mechanic. In older games (particularly D&amp;D), player characters had  to take a night’s sleep to recover all spell points. In pen-and-paper  games, the mechanic worked pretty well, as combats were slow to resolve  and thus relatively rare. You had to be careful about spending your  resources between combats, as blowing all your high-level spell slots on  the cannon-fodder meant you would have to return to base early and let  the bad guys build up their defenses for your return trip. Or you could  try and find a safe spot to sleep in the dungeon where you’d be  vulnerable. It added an extra layer of strategy and resource management  to the game. The player was constantly dealing with these kinds of risk /  reward decisions below the surface, and it was a lot of fun. But CRPGs  are a different beast from pen-and-paper, and combat could be resolved  much more quickly and thus tended to be far more plentiful, and that  kind of strict “number of times per day” limitation often proved just as  frustrating on one level as it was valuable on another.</p>
<p>But  removing the mechanic entirely robs the games of a lot of interesting  gameplay and flavor. You lose the surge and retreat rhythm. Players  ignore expendable magic items, as there’s rarely any need to rely on  them. And perhaps most significantly, it results in an endless stream of  boringly similarly challenging encounters: Since there’s zero reason to  not unleash on a “lesser threat” with everything you’ve got &#8211; as you’ll  get it all back again thirty seconds after the fight &#8211; they are useless  encounters, and should be removed.</p>
<p>The  exhaustion system attempts to bridge that gap a little bit. There’s no  hard limit on your ability to fight, but your maximum endurance degrades  a tiny bit over regular exertion, requiring more than just a quick  breather in the middle of a dangerous dungeon to recover. Full recovery  can come from potions, drama stars, or (most commonly) finding a safe  place to get a full night’s sleep &#8211; usually back at the inn. Your  abilities never degrade to zero, so there’s never any point at which  your party is rendered helpless, but it does exert a pressure and  constant choice on the player about whether or not to keep pushing  forward, and if they do if they want to burn some expendable resources  to do so.</p>
<p>As  far as that first dungeon is concerned, that is where we’re doing a lot  of fine-tuning. It’s really something of a tutorial to learn to play  the game, but I didn’t want it to be an inconsequential or tedious bunny  slope the player has to endure to get to the “real” game. The lack of  access to a safe place to sleep is supposed to encourage the player to  become familiar with alternatives to running back to the inn after every  couple of combats. But it’s also a stage where the player characters  are the weakest and have fewer options than they’ll have at any other  point in the game.</p>
<p>The  trick is to make it challenging enough that the player must learn to  take advantage of the options they do have rather than brute-forcing  their way through it, but not so difficult that players get frustrated.</p>
<p><strong>Let&#8217;s talk about the drama star system. For those who aren&#8217;t familiar with it, what&#8217;s the idea behind it?</strong></p>
<p>It’s  actually an idea that’s been popular in dice-and-paper gaming for  several years. I steal from the best sources. The concept is that the  player has a resource that they can use to change the story to their  benefit &#8211; a little bit of “game master” power that they have as a player  that isn’t really a character ability. Traditionally it’s used for  things like re-rolling the dice when it really counts.</p>
<p>In Frayed Knights,  it is also used as an alternative to save-scumming: reloading a saved  game and re-playing whenever don’t go as well as you like. I should  probably be a fan of save-scumming as a developer (and for that matter,  limited save points) because it encourages players to re-play the game  and pads out the time to completion. But I thought this would be more  fun.</p>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_kneecaps.jpg"><img class="alignleft size-medium wp-image-1015" style="margin: 5px 10px;" title="Frayed Knights: Exploding Kneecaps Spell" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/fk_kneecaps-300x225.jpg" alt="" width="300" height="225" /></a>Whenever interesting things happen in Frayed Knights  &#8211; combat happens, certain discoveries, quest stages, combats,  conversations, etc., you get a “drama point” that fills in one of three  stars at the top of the screen. The stars go through bronze, silver, and  gold colors. You can spend a fully-filled-in star of various types to  change the game. You can give your characters a huge bonus in their next  few actions, recover their health and endurance, and even bring them  back from incapacitation. They are rewards for taking risks and taking  action.</p>
<p>The  trick is that they aren’t recovered in saved games &#8211; you start each  play session back at zero again. So if you have a run of bad luck, or  made a decision that you don’t think was best, you can certainly reload  from a previous save like any other game. Or you can roll with the  punches, and rely upon the build up of drama stars to help offset the  additional challenge caused by accepting a sub-optimal result.</p>
<p>There’s  an exception to the saved game rule, which is when you save-and-quit.  You can continue exactly where you left off and keep your previous drama  points.</p>
<p><strong>Do  you feel that the drama stars are effective enough? I know that you&#8217;re  still balancing the game. In the build that I played, however, you begin  with only one character who can reliably deal 6-10 points of damage per  hit. In under 5 minutes, you start encountering groups of enemies who each  deal that amount or more. The only available healing spell heals  roughly 4-10 points of damage. That&#8217;s all very much in keeping with the  story, in that your characters are a gaggle of desperate, incompetent  underdogs. But you have to survive something on the order of 24  encounters before you have a prayer of bringing back a single  incapacitated character through drama stars. I never felt like I could  rely on the drama stars as a viable alternative to save scumming.</strong></p>
<p>The  drama star system is intended to supplement, rather than replace, your  other in-game options. There’s no way they can or should &#8211; by themselves  &#8211; offset the danger of a couple dozen encounters (though actually,  combat rewards the player between 1 and 3 drama stars, depending upon  its relative danger, so it will often be less than that, plus there’s a  small drama point bonus when a character is incapacitated).</p>
<p>Let’s  say there’s a lock that’s really hard for you to pick, and you may try  eight times to pick it before succeeding. While spending time futzing  with the lock for all those attempts, you ended up encountering two or  three enemy groups. When you are done, the lock is picked, but you’ve  used up a bunch of endurance and some potions fighting those optional  encounters.</p>
<p>Now  if you saved the game right before you started trying to pick the lock,  you can just keep reloading the game until you successfully pick it,  never having to fight those encounters. Or, alternatively, you can  choose the “fool’s luck” ability &#8211; spending some points accumulated over  the last few minutes of gameplay &#8211; and all but automatically pick the  lock in a single try. Same effect. Or you could have faced the  encounters, and used your existing drama points to reduce the exhaustion  level of your healer(s). Again, you end up at somewhere around the same  place, but you also get to keep the experience and loot that you gained  from the fights.</p>
<p>That’s  really what the drama stars are about &#8211; increasing options for people  (like me) who really don’t want to play the save-scum game. It evens out  the game difficulty. It gives random events or successes meaning again.  So I guess that’s a roundabout way of answering your first question.</p>
<p>We’re  still tweaking, of course, and we’ve found that players really use the  drama stars in vastly different ways. Including using the weaker powers  frequently so as not to interfere with lots of reloading saved games.  That’s fine. I’m not trying to police the game. You bought it, you play  it how you want.  I just want to provide options so players can do that.</p>
<p><strong>Not  that long ago, I remember reading a blog post of yours where you took  issue with Greg Laidlaw&#8217;s comments on making RPGs more accessible to new  players. Do you have plans to draw in people who aren&#8217;t already  immersed in the culture of RPGs—and if so, how?</strong></p>
<p>Don’t  get me wrong &#8211; I’m a huge fan of having more accessible games out  there. The fact that so many millions of players are out there playing  computer and console RPGs and World of Warcraft leads me to one  conclusion: We won. The D&amp;D geeks of the 1970’s and 1980s were  trend-setters. Booyah!</p>
<p>I’m  just concerned that the industry is abandoning the rich potential of  the genre in order to appeal to the widest possible audience. That  leaves us with simple action-games with big, slickly-presented stories  and some key player decisions. I don’t dislike  this &#8211; I enjoy these kinds of games too. But it’s like pizza. I love  pizza, but if I had it for every meal, I’d get pretty sick of it and  crave something different.</p>
<p>Frayed Knights is not supposed to be some holy grail example of what all  RPGs should be either. It’s a little bit of a backtrack into some  old-school themes, and then it goes it’s own direction from there. My  intent is to add some variety to the landscape. There’s a lot more to  the genre that Diablo-style fighting combined with name actors doing dramatic readings!</p>
<p>Anyway, if somebody hates RPGs, Frayed Knights  is not the game to win them over. But my hope is that the humor,  characters, and story will draw interested players in and hold their  attention long enough that they can come to grips with the mechanics and  the more thoughtful pace of the game.</p>
<p><strong>There  is a lot of unrepentant niche humor in Frayed Knights. The characters  talk openly about their relative Constitution and Dexterity stats, and  one of the first things you encounter is a time-to-crate gag. Are you  concerned about confusing people not already steeped in gaming culture?</strong></p>
<p>Sure. But someone’s gotta make games and jokes for the niche, right? It may as well be me.</p>
<p>I’m thrilled that a few people are getting the “time to crate” joke. That’s one of the most obscure ones in there.</p>
<p>Most  of the humor isn’t like that. I can guarantee that not all of it will  hit the mark with any given player. Hopefully it won’t have to. Most of  the humor comes from the situations and characters, and just a generally  light touch with things that are normally treated so seriously.   Hopefully the more broadly humorous jokes and character-based comedy  will appeal even if a few individual gags fall flat.</p>
<p><strong>Quick! Pick the better RPG setting: high fantasy or sci fi.</strong></p>
<p>My  knee-jerk reaction: high fantasy. Mainly because it is has roots in a  history and culture and tropes that players are more familiar with. You  don’t have to spend too much time trying to explain knights and dragons  and how a sword is supposed to work, and you can focus on the parts that  make it unique.</p>
<p>That being said, I refer you to my pizza analogy above. Bring on the sci-fi RPG settings!</p>
<p><strong>Who would win in a fight: Captain Kirk or a papier mache dragon?</strong></p>
<p>I  love the dragons, but there’s no way I’d bet against Captain Kirk. He  made a friggin’ cannon out of crap he found in the middle of a desert.</p>
<div id="attachment_1017" class="wp-caption aligncenter" style="width: 310px"><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/kirk_v_pmdragon.jpg"><img class="size-medium wp-image-1017" title="Kirk vs. Papier Mache Dragon" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/09/kirk_v_pmdragon-300x225.jpg" alt="" width="300" height="225" /></a><p class="wp-caption-text">Depiction courtesy of Mr. Barnson</p></div>
<p><strong> Thanks for your time.</strong></p>
<p>Well, that&#8217;s the end of the interview! For those of you want to hear even more of what Jay has to say, here is <a href="http://www.rpgwatch.com/show/article?articleid=179&amp;ref=0&amp;id=323">another interview</a> he did recently with RPGWatch.</p>
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		<title>Interview with Vince D. Weller</title>
		<link>http://indierpgs.com/2011/08/interview-with-vince-d-weller-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-vince-d-weller-2</link>
		<comments>http://indierpgs.com/2011/08/interview-with-vince-d-weller-2/#comments</comments>
		<pubDate>Sun, 21 Aug 2011 03:16:33 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Vince D. Weller]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=957</guid>
		<description><![CDATA[Russian CRPG website Core-RPG.ru writes in with word of an exclusive interview they landed with Vince D. Weller. It&#8217;s posted on a forum: you&#8217;ll need to click the little plus symbol to expand and read it.]]></description>
			<content:encoded><![CDATA[<p>Russian CRPG website <a href="http://core-rpg.ru/">Core-RPG.ru</a> writes in with word of an exclusive interview they landed with Vince D. Weller. It&#8217;s <a href="http://core-rpg.ru/forum/87-619-1#18503">posted on a forum</a>: you&#8217;ll need to click the little plus symbol to expand and read it.</p>
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		<title>Interview with Vince D. Weller</title>
		<link>http://indierpgs.com/2011/07/interview-with-vince-d-weller/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-vince-d-weller</link>
		<comments>http://indierpgs.com/2011/07/interview-with-vince-d-weller/#comments</comments>
		<pubDate>Sat, 09 Jul 2011 16:41:49 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[Age of Decadence]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Vince D. Weller]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=860</guid>
		<description><![CDATA[RPG Italia has posted an exclusive interview with Vince D. Weller, lead designer on the upcoming wRPG Age of Decadence. From the sound of it, this is going to be an extremely open-ended game with a strong emphasis on role-playing. Interestingly, they&#8217;ve decided not to include a traditional magic system in the game at all: [...]]]></description>
			<content:encoded><![CDATA[<p>RPG Italia has posted <a href="http://www.rpgitalia.net/news/rpg-world/the-age-of-decadence-exclusive-interview-vince-d-weller/">an exclusive interview</a> with Vince D. Weller, lead designer on the upcoming wRPG <a href="http://www.irontowerstudio.com/">Age of Decadence</a>.</p>
<p>From the sound of it, this is going to be an extremely open-ended game with a strong emphasis on role-playing. Interestingly, they&#8217;ve decided not to include a traditional magic system in the game at all:</p>
<blockquote><p><strong>Will it be possible to utilize magic? If yes there will there be  even not-combat spells (for exemple to utilize in “social” context or  to resolve determinate quest)?</strong><strong><br />
</strong>No spells.<br />
The magic in the game is a form of energy. You can’t cast fireballs or  summon monsters, but you can use it to power up some relics of the past,  ranging from “power” armor to entire locations. Something like:<br />
You carefully insert the power tube into the opening. For a long time  nothing happens, but then the console lights up and a low humming sound  spreads through the cave.<br />
[lore] Recite an appropriate mantra.<br />
Leave.<br />
You put your hands on the controls and recite “commanding fire  elementals to bless ore” mantra, performing the rite as you speak the  ancient words.<br />
The mantra doesn’t require you to understand what you are doing, but it  does a good job leading you through a series of steps grouped into  chapters. Some chapters require you watching the dials and adjusting the  valves to achieve divine harmony; other chapters warn about dangers of  overheating and tell you how to keep the fire elementals under control.<br />
1. Complete the ritual.<br />
2. Overheat the machine</p></blockquote>
<p>So far, it seems like they&#8217;ve made all of their design choices quite deliberately; it will be interesting to see what effect a &#8220;no magic spell&#8221; approach has on the game&#8217;s feel.</p>
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		<title>Interview with Jeff Vogel</title>
		<link>http://indierpgs.com/2011/06/interview-with-jeff-vogel/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-jeff-vogel</link>
		<comments>http://indierpgs.com/2011/06/interview-with-jeff-vogel/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 02:36:31 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[Avadon]]></category>
		<category><![CDATA[Avernum]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Jeff Vogel]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=815</guid>
		<description><![CDATA[Today I scored an interview with Jeff Vogel, one of the great-grandaddies of the indie RPG world.Vogel has been developing indie RPGs for a whopping 15 years, and by all accounts, he&#8217;s been quite successful at it. We discussed the reaction to Avadon (his latest game), what his next move will be as a game [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/06/JeffVogel.jpg"><img class="alignright size-full wp-image-816" style="margin: 5px 10px;" title="Jeff Vogel" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/06/JeffVogel.jpg" alt="" width="295" height="344" /></a>Today I scored an interview with Jeff Vogel, one of the great-grandaddies of the indie RPG world.Vogel has been developing indie RPGs for a whopping 15 years, and by all accounts, he&#8217;s been quite successful at it.</p>
<p>We discussed the reaction to <a href="http://indierpgs.com/tag/avadon/">Avadon</a> (his latest game), what his next move will be as a game developer, and what the heck Matt Findley could have possibly been thinking when he opened his mouth to Gamasutra. While we were at it, I also pressed him for specifics about his recent development choices, and got some details about what we can expect to see in Avadon 2.</p>
<p>Intrigued? Hit the jump and find out what Mr. Vogel had to say.</p>
<p><span id="more-815"></span></p>
<p><strong>As you know, Avadon received a <a href="http://www.rpgcodex.net/phpBB/viewtopic.php?t=58887">less-than-enthusiastic</a> reaction on the RPG Codex forums. Many there evidently saw Avadon as an attempt to appeal to the casual market by streamlining player choices and ratcheting down in-game difficulty. On your blog, you <a href="http://jeff-vogel.blogspot.com/2011/05/avadon-out-for-windows-responding-to.html">responded</a> that you have to make design choices that are &#8220;best for what you&#8217;re trying to do.&#8221; For the record, what were you trying to do with Avadon?</strong></p>
<p>Make a good role-playing game, one that is accessible and easy to understand for people new to the genre but has enough gamey details and difficult bits (on harder difficulty levels) to please hardcore gamers. And I think I did a pretty good job at both tasks.</p>
<p>Remember, a gaming genre is only viable if it is trying to bring in new players. If most of the new RPGs are made to be scary to people who have never played them before, it is just bad for the genre.</p>
<p><strong>Your games have appeared on causal game portals like BigFishGames for some time now. Are these the venues you find yourself drawing most new players from?</strong></p>
<p>I honestly don&#8217;t know if we&#8217;re getting the bulk of new players, but such portals bring in a lot of new faces. The rise of gaming portals has been an enormous good for small indies. I could never get my games on, say, the shelves at Best Buy, but Direct2Drive and Wild Tangent and the like are very good to us.</p>
<p><strong>You&#8217;ve stated that Avadon&#8217;s sales exceeded your expectations. Without getting into specific numbers, would you say that adopting Avadon&#8217;s more linear, class-based approach was a good business decision for Spiderweb?</strong></p>
<p>I can&#8217;t point at any one decision in Avadon and say, &#8220;That was the one.&#8221; Avadon is hundreds and hundreds of discrete decisions, each of which add up to one full game that turned out pretty well. What I will say is that changing everything up every few years is a good decision. I need to keep things fresh to not burn out. I don&#8217;t think a lot of people realize how important this is.</p>
<p><strong>How about from a developer sanity perspective? (It seems to me, for instance, that discrete classes would be much, much easier to balance than amorphous balls of skills and stats.)</strong></p>
<p>Not too bad. Happily, Avadon has no PVP. Having to balance classes against each other is the really tough thing to do.</p>
<p><strong>Is there a danger in poking your head out of the small <a href="http://jeff-vogel.blogspot.com/2009/04/indie-games-should-cost-more-pt-1.html">niche</a> you&#8217;ve carved for yourself over the many years that you&#8217;ve been making games?</strong></p>
<p>Change is always dangerous, but Avadon still very firmly in the same niche we&#8217;ve always been in. Low-budget, story-rich, indie RPG. The differences between Avadon and, say, Geneforge is really not that large.</p>
<p><strong>You&#8217;ve made an entire career out of designing turn-based RPGs. I&#8217;m curious to get your take on the recent <a href="http://indierpgs.com/2011/06/why-turn-based-rpgs-matter/">Matt Lindley interview scandal</a>. (Is &#8220;scandal&#8221; the right word? Maybe &#8220;controversy.&#8221; Anyway.) Did all of those old turn-based RPGs really want to be action games at their heart?</strong></p>
<p>The best way to get attention for your product/blog/whatever is to say outrageous things. Everyone has done it. I have done it. He was putting down the types of games he&#8217;s not writing and building up the sort of game he is writing. It&#8217;s marketing.</p>
<p>Saying turn-based games are outdated is kind of silly. I mean, people still play Chess, right? Go? Settlers of Catan? Turn-based games are less popular than they used to be, but they will always be a thing.</p>
<p><strong>Have you ever thought about doing a real-time RPG?</strong></p>
<p>Occasionally, but that is a little bit outside both my programming skills and our established niche. Maybe someday, but not for a long time.</p>
<p><strong>Just a few days ago, you mentioned on your blog that you&#8217;ve made enough sales to enable you to create Avadon 2. Is Avadon 2 in development?</strong></p>
<p>Not yet. We&#8217;re working on the first Avernum rewrite right now. Avadon 2 is next year.</p>
<p><strong>What changes are you planning to make to Avernum 1 in the remake? Will there be substantial changes to the dialog, quests and/or in-game systems, or is it mostly going to be a graphics and interface overhaul?</strong></p>
<p>Everything. We are spending months and doing major changes. To the world, to the storyline, to the game system, to the interface. It will be a major revamp. We aren&#8217;t half-assing it, and we hope to provide screenshots and details soon.</p>
<p>However, I want to make one thing very clear. It will still be Avernum. It will have the same story and characters and towns. There is still an outdoors that is huge but separate from the cities. I want to make sure that the things people love about the series are still there.</p>
<p><strong>What will change between Avadon and Avadon 2?</strong></p>
<p>The only thing I&#8217;m sure of is that Avadon 2 will have a much flashier demo. That is my main regret about the first Avadon.</p>
<p><strong>Are you sticking to your guns on health regeneration and auto-resurrection of fallen comrades?</strong></p>
<p>Absolutely, without question.</p>
<p><strong>How about outdoor exploration?</strong></p>
<p>Nope. It just doesn&#8217;t fit the story. Some sorts of storylines support a big, expansive outdoors to wander around in. (Fallout 3. Elder Scrolls.) Other stories are best served with individual, highly-detailed areas. (Dragon Age: Origins. Avadon.)</p>
<p><strong>If I understand you correctly, you&#8217;re saying that you&#8217;ve chosen to use detailed indoor environments because of the game&#8217;s focus on factional conflict/political intrigue. What would outdoor environments detract from a game like this?</strong></p>
<p>To put it simply, the outdoors isn&#8217;t where the game is. If a game is about exploration and travel (and I really enjoy such games), it needs a big outdoors. If the game is about politics and intrigue, it needs to be where the politics and intrigue are. This will not, largely, be in a huge, swooping outdoors.</p>
<p><strong>Is it true that you are not cool anymore?</strong></p>
<p>There has never been a millisecond in which I was cool.</p>
<p><strong>And if so, have you considered making a pile of money in your backyard and setting it on fire?</strong></p>
<p>I try it to do it every year. I just keep failing.</p>
]]></content:encoded>
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		<title>Interview with Nathan Jerpe on RPGWatch</title>
		<link>http://indierpgs.com/2011/04/interview-with-nathan-jerpe-on-rpgwatch/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-nathan-jerpe-on-rpgwatch</link>
		<comments>http://indierpgs.com/2011/04/interview-with-nathan-jerpe-on-rpgwatch/#comments</comments>
		<pubDate>Sun, 17 Apr 2011 18:26:38 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Legerdemain]]></category>
		<category><![CDATA[Nathan Jerpe]]></category>
		<category><![CDATA[roguelike]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=777</guid>
		<description><![CDATA[RPGWatch has posted an interview with Nathan Jerpe, creator of the freeware quasi-roguelike Legerdemain. For those of you not familiar with the game, Jerpe spends most of the interview describing it. For instance, he has this to say about it: There are some detractors out there who dismiss Legerdemain because it lacks certain roguelike features [...]]]></description>
			<content:encoded><![CDATA[<p>RPGWatch has posted <a href="http://www.rpgwatch.com/show/article?articleid=172&amp;ref=0&amp;id=465">an interview</a> with Nathan Jerpe, creator of the freeware quasi-roguelike Legerdemain. For those of you not familiar with the game, Jerpe spends most of the interview describing it. For instance, he has this to say about it:</p>
<blockquote><p>There are some detractors out there who dismiss Legerdemain because  it lacks certain roguelike features – the world is not randomly  generated, for instance, and instead of permadeath the game has a hybrid  system that relies on the use of inns.</p>
<p>&#8230;</p>
<p>The story in Legerdemain is pretty non-linear. You are often free to  choose where you&#8217;d like to go next, and many of the game&#8217;s obstacles can  be tackled in different order. There&#8217;s also a bit of sandbox play  depending on how you want your character to develop, so that one player  may spend stretches of time hunting or gathering mushrooms while another  focuses on studying spells. That being said, the game does have a  definite ending, and even though the plot spends plenty of time  bifurcating and forking around it all gets drawn up into a single  conclusion. There aren&#8217;t too many side quests, per se, everything in  there is designed to fit in such a way that it all makes sense by the  time you reach the ending.</p></blockquote>
<p>Here is a video showing some gameplay:</p>
<p>&nbsp;<iframe title="YouTube video player" width="425" height="349" src="http://www.youtube.com/embed/RxCTBNcG3Mw" frameborder="0" allowfullscreen></iframe></p>
<p>According to Jerpe, the game features 200 hours(!) of play time. The <a href="http://roguelikefiction.com/?page_id=6">unicode version</a> is free to download; however, there is also <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=17451">a modestly priced version</a> with both tiles (i.e. graphics that aren&#8217;t <a href="http://roguelikefiction.com/?page_id=9">just text</a>) and a clue book.</p>
]]></content:encoded>
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		<title>Interview with Steven Peeler</title>
		<link>http://indierpgs.com/2011/04/interview-with-steven-peeler-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=interview-with-steven-peeler-2</link>
		<comments>http://indierpgs.com/2011/04/interview-with-steven-peeler-2/#comments</comments>
		<pubDate>Fri, 01 Apr 2011 22:36:33 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[Depths of Peril]]></category>
		<category><![CDATA[Din's Curse]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Soldak Entertainment]]></category>
		<category><![CDATA[Steven Peeler]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=752</guid>
		<description><![CDATA[Happy April Fool&#8217;s Day! To celebrate, here is an exclusive (and most certainly not fake) interview I conducted with Steven Peeler of Soldak Entertainment, in which he tells us about the value of urgency, as well as offering some insight on using procedural systems in an RPG. Check it out. &#160; Let&#8217;s start basic. Who [...]]]></description>
			<content:encoded><![CDATA[<p>Happy April Fool&#8217;s Day! To celebrate, here is an exclusive (and most certainly not fake) interview I conducted with Steven Peeler of Soldak Entertainment, in which he tells us about the value of urgency, as well as offering some insight on using procedural systems in an RPG. Check it out.</p>
<p>&nbsp;</p>
<div><strong>Let&#8217;s start basic. Who are you? What is  your role in Soldak Entertainment?</strong></div>
<p>My name is Steven Peeler. I do all  of the design, programming, and business stuff here at Soldak.</p>
<p>&nbsp;</p>
<div>
<p><strong>You&#8217;ve made quite a few action RPGs in the  Diablo vein. What is it about that particular style of game that attracts you as  a developer?</strong></p>
</div>
<p>It’s not really that a Diablo type game attract me more  than something like a turn-based RPG, it’s that I feel that the main features of  our games that we have created so far work better as action RPGs. For example,  an enemy covenant in Depths of Peril raiding your covenant or Demons attacking  your town in Din’s Curse are much more intense when everything is real-time and  you can actually see everything because of the isometric camera  position.</p>
<p><span id="more-752"></span></p>
<div>
<p><strong>It&#8217;s a cliche in RPG plotlines that time is always of the  essence: the player must act soon, or all will be lost! Except that it really  won&#8217;t. The player can dawdle, fight wolves over and over, talk to every NPC in  every town in the kingdom, perform every fetch quest, and just generally do  nothing while the antagonist waits patiently for the player to get on with it.  In opting for intensity and timed goals, are you trying to turn this dynamic on  its head? Or is that just a pleasant side effect of your  approach?</strong></p>
</div>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/04/DepthsOfPerilScreenie.jpg"><img class="alignleft size-medium wp-image-756" style="margin: 5px 10px;" title="Depths Of Peril " src="http://indierpgs.com/wordpress/wp-content/uploads/2011/04/DepthsOfPerilScreenie-300x216.jpg" alt="" width="300" height="216" /></a>Yes, this is definitely one of the things that we have  purposely changed in Din’s Curse and Depths of Peril. In most games when an NPC  says solve this quest quick or we will all die, it really means nothing and the  player knows it. There isn’t any emotional impact when everyone is 100% sure  that the threat is a bluff. Well in DC and DoP there are no bluffs. When an NPC  tells the player that an Orc uprising is planning on attacking the town, that’s  really what he means. If nothing is done to stop them they will eventually  attack the town and at least attempt to kill everyone. Once players realize that  the threats are real, they feel actual pressure to stop that Orc uprising in  time. Well that or they will feel the intensity of trying to quell an Orc town  attack before everyone dies.</p>
<p>&nbsp;</p>
<div><strong>In the new Din&#8217;s Curse  expansion Demon War, you&#8217;ve added quests and new ways that NPCs can interact  with the game world. Tell me a little about what you&#8217;ve done  there.</strong></div>
<p>Basically in the base game of Din’s Curse the world was very  dynamic. The monsters, the environment, and the quests all evolve based on  interactions with everything else. Now with the Demon War expansion the NPCs are  also very dynamic which matches the rest of the game much better.</p>
<p><a href="http://indierpgs.com/wordpress/wp-content/uploads/2011/04/DinsCurseScreenie.jpg"><img class="alignright size-medium wp-image-758" style="margin: 5px 10px;" title="Dins Curse" src="http://indierpgs.com/wordpress/wp-content/uploads/2011/04/DinsCurseScreenie-300x187.jpg" alt="" width="300" height="187" /></a>The NPCs now have money,  happiness, and have relationships with each other. This helps the NPCs impact  and interact with the world a lot better. Let me give you an example that  touches on all of these things. Gregor is superstitious so he tends to gamble  more than he should. Eventually he runs up a sizeable debt gambling and is  having trouble affording food. Luckily the vendors, other NPCs, and player keeps  him fed enough to not starve to death. However, starving, always in debt, and  gambling losses makes him really unhappy. Eventually he resorts to stealing and  taking bribes from monsters to sabotage the town. Since the player tracked down  the source of these problems, the townspeople are quite pissed at poor Gregor  and finally banish him from the town. The cool thing about this scenario is it  is just one of many possibilities that can happen, it isn’t just a set script  that happens, and the player has many chances to do something about it. He can  help Gregor with food. He can donate money to him. He can even kill  him.</p>
<p>&nbsp;</p>
<div>
<div>
<p><strong>It sounds like you might have  drawn some inspiration from The Sims in working out the NPC systems in Demon  War. What games would you say have influenced you the most as a  developer?</strong></p>
<p><strong> </strong></p>
</div>
<p>I don’t think I ever consciously drew  inspiration from The Sims since it’s not really my type of game. My wife and  kids are fans of The Sims though so I certainly know how it  works.</p>
<p>I would say by biggest influences are mostly  older games like Diablo, Civilization, Master of Orion, and the D&amp;D gold box  games. <strong> </strong></p>
<p><strong><br />
</strong></p>
<p><strong>In the Diablo series,  individual areas within the game world are randomly generated. You take it  further, however. In your more recent games, you seem to really rely on in-game  systems to procedurally generate objectives and plot events. What led you to  that approach?</strong></p>
</div>
<p>This actually started with Depths  of Peril. In DoP, the core feature is the covenants that trade with one another,  go to war, and eventually raid each other to attempt to wipe out their rivals to  become the supreme covenant of Jorvik. All of this is naturally very dynamic.  Once we had this in place and working it felt a little strange to have a static  story line especially once your enemy covenants could compete with you and solve  some of the quests. Ultimately the finally version of Depths of Peril had a  small normal story line, but most of it is dynamic. With Din’s Curse we have  followed along the same path (minus the covenants), but we have expanded greatly  on the idea.</p>
<p>&nbsp;</p>
<p><strong>So the focus on dynamic enemies in Depths of Peril was  originally an AI feature that expanded to become a storyline-generating feature  as well?</strong></p>
<p><strong> </strong></p>
<p>Yeah pretty much. One of the nice  things about being an indie is that I don’t have to write a huge design document  at the beginning of the development cycle. Instead I can start with some solid  ideas and iterate from there. Personally I call this exploring. I’m usually  pretty accurate, but sometimes cool ideas just don’t work in practice and  sometimes you don’t think of the awesome ideas that really make your game  standout until you are halfway through the project because they build on other  ideas.</p>
<p>&nbsp;</p>
<p><strong>What&#8217;s next for Soldak? Will you make another action RPG, or  are you going to branch out?</strong></p>
<p><strong> </strong></p>
<p>We are still too early in the process of the  next game to really say anything yet. Although, one of these days I’m pretty  sure we will branch out some more. A turn based RPG, a more strategy focused  game, a sci-fi game, or any number of other things are all  possibilities.</p>
<p>&nbsp;</p>
<p><strong>Thanks for your time.</strong></p>
<p>&nbsp;</p>
<p>For anyone curious to know more, you can read my review of Din&#8217;s Curse <a href="http://indierpgs.com/2010/05/game-review-dins-curse/">right here</a>.</p>
]]></content:encoded>
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		<title>Dead State Interview</title>
		<link>http://indierpgs.com/2010/09/dead-state-interview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dead-state-interview</link>
		<comments>http://indierpgs.com/2010/09/dead-state-interview/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 22:59:22 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[Brian Mitsoda]]></category>
		<category><![CDATA[Dead State]]></category>
		<category><![CDATA[Double Bear]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=540</guid>
		<description><![CDATA[GameBanshee has an interview with Brian Mitsoda about Dead State. It has a lot of interesting stuff in it, but from a pure RPG design perspective, I found this perhaps the most interesting: Unlike a lot of other RPGs, you don&#8217;t gain XP from killing things &#8211; you get skill points from completing objectives, which [...]]]></description>
			<content:encoded><![CDATA[<p>GameBanshee has <a href="http://www.gamebanshee.com/interviews/99780-dead-state.html" target="_blank">an interview</a> with Brian Mitsoda about Dead State. It has a lot of interesting stuff in it, but from a pure RPG design perspective, I found this perhaps the most interesting:</p>
<blockquote><p>Unlike a lot of other RPGs, you don&#8217;t gain XP from  killing things &#8211; you get skill points from completing objectives, which  means that the player can go about things in any way that completes the  task, rather than have to kill everything that moves. These objectives  are both reoccurring and also reactive to events that have been set off  by the player&#8217;s actions. In a lot of cases, avoiding combat or using the  zombies against opponents is a better strategy than going in guns  blazing. Reaching certain key milestones (like recruiting a certain  number of strangers to your shelter) or making critical decisions in  your role as a leader can unlock choices of new perks for your  character. We definitely want to encourage players to play the way they  want rather than grind for success.</p></blockquote>
<p>Check out the full interview <a href="http://www.gamebanshee.com/interviews/99780-dead-state.html" target="_blank">here</a>. Hat tip to RPGWatch for the story.</p>
]]></content:encoded>
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		<title>Why have narrative in games?</title>
		<link>http://indierpgs.com/2010/06/why-have-narrative-in-games/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=why-have-narrative-in-games</link>
		<comments>http://indierpgs.com/2010/06/why-have-narrative-in-games/#comments</comments>
		<pubDate>Sat, 12 Jun 2010 23:02:32 +0000</pubDate>
		<dc:creator>Craig Stern</dc:creator>
				<category><![CDATA[developer interview]]></category>
		<category><![CDATA[opinion]]></category>
		<category><![CDATA[Amanda Fitch]]></category>
		<category><![CDATA[Jay Barnson]]></category>
		<category><![CDATA[Jeff Vogel]]></category>
		<category><![CDATA[narrative in games]]></category>
		<category><![CDATA[RPG design]]></category>
		<category><![CDATA[Thomas Riegsecker]]></category>
		<category><![CDATA[Vince D. Weller]]></category>

		<guid isPermaLink="false">http://indierpgs.com/?p=289</guid>
		<description><![CDATA[It has been somewhat in vogue recently among a certain class of indie game designer to assert that games are not a good storytelling medium. Now, I have never made a secret of my views on dialog and other narrative techniques in games. While interactivity is of course central to any gaming experience, that is [...]]]></description>
			<content:encoded><![CDATA[<p>It has been somewhat in vogue recently among a certain class of indie game designer to assert that games are not a good storytelling medium. Now, I have never made a secret of <a href="http://sinisterdesign.net/?p=457">my views</a> on dialog and other narrative techniques in games. While interactivity is of course central to any gaming experience, that is no license to <a href="http://www.cracked.com/article_18571_5-reasons-its-still-not-cool-to-admit-youre-gamer.html">make games meaningless</a>. Done right, narrative gives context <a href="http://www.gamasutra.com/blogs/CraigStern/20091205/3735/Video_Games_Writing_Where_We_Are_and_What_We_Need.php">and meaning</a> to our actions in-game, and provides a valuable experience in its own right.</p>
<p>Rather than simply post a rant, however, I decided to put the question to a handful of other indie RPG developers:</p>
<p><em><strong>Some designers have demonized narrative as an inherently limiting and unnecessary distraction from the emergent storytelling arising out of pure gameplay. Why have narrative in games?</strong></em></p>
<p><em><strong><span id="more-289"></span></strong></em><strong></strong></p>
<p>As you might expect, I received a variety of interesting and thoughtful responses:</p>
<p><strong>Jeff Vogel:</strong> Someone is demonizing narrative? Really? That seems odd.</p>
<p>Emergent gameplay is great, if you can get it. It is a very difficult thing to do. But storytelling, whatever the medium, is one of the oldest and most fundamental human activities. Human brains are naturally receptive to telling and being told stories. As long as that is true, people will use games to tell stories.</p>
<p><strong>Thomas Riegsecker</strong>: Narrative is certainly not required for all games, and in some cases in can be unnecessary baggage for the player. When it comes to role-playing games, one world think that a strong narrative is an absolute requirement. However, countless variations of Rogue shows that you can have a marvelous role-playing experience with little more than a single sentence explaining the goal. Likewise, many successful mainstream RPGs rely on nothing more than the overused plot of “Kill the powerful bad guy”, and any narrative in between the start and end of the game is really unnecessary.</p>
<p>However, narrative can be exceptionally rewarding as well. It can turn a generic role-playing game into a unforgettable one if done correctly. Certainly, when someone fondly remembers an RPG that they enjoyed playing years ago, it is often the story they remember and not the hours of level grinding and monster killing. Likewise, narration can guide the player through a seemingly immense world, preventing that unwelcome feeling of “I don’t know what I should be doing now”. Overall, it really is a player preference. As a developer, I need to find that balance between <em>not enough</em> narrative and <em>too much</em> narrative that will give a rewarding role-playing experience to as many potential customers as possible.</p>
<p><strong>Amanda Fitch</strong>: I don’t think narrative is limiting and unnecessary, but if it is presented in manner which takes the player out of the game, then yes, it isn’t any fun.</p>
<p><strong>Jay Barnson:</strong> I think I may be one of those demonizers. Sorry &#8217;bout that. Didn&#8217;t mean to give any more ammunition to the haters.</p>
<p>Simply put, the needs of good &#8220;traditional&#8221; storytelling as we know it runs counter to good interactive gameplay. The hero in a compelling story is going to make mistakes, is going to be subject to rising and falling action, and is going to get pain heaped upon him by the author, and not see victory until the moment things are at its bleakest. He is not going to choose the optimal path to victory because &#8211; frankly &#8211; that makes for a really boring story. But that&#8217;s exactly what the player will go for if given the choice, and gameplay is all about making choices. So either we smack the player down with non-interactive, forced narrative, or we allow them to create for themselves a story that is likely to be devoid of very much drama.</p>
<p>Nevertheless, I love a good story in games. It&#8217;s a big part of why I&#8217;m such a fan of RPGs &#8211; I love the stories. The human brain is hard-wired to tune into stories. And I think even a mediocre story is more fun when you get to live it through a game. So in spite interactivity and narrative being something of a shotgun marriage, it works. The big question is how to make it work better. The almost universal approach today is to reach some compromise between the two, and keep trying to find a happier medium that works best for each game. Another, much more challenging approach, would be to rig the game mechanics to encourage adherence to more dramatic narrative formulas. Score bonus points for making dramatically interesting mistakes or something. And interactively build the narrative around player actions. We see glimmers of that in the Left 4 Dead series, where the AI engine seems to spawn enemies more based on the rhythm of the game than on location.</p>
<p>It&#8217;s not an easy blend. Narrative and gameplay are always going to have contradictory goals and tend to inhibit each other. But I also feel that the blend of contradictory elements is often greater than a sum of its parts.</p>
<p>[EDIT: We have a late entry! Added below.]</p>
<p><strong>Vince D. Weller</strong>: Narrative is a good feature. I doubt that there are many people who&#8217;d tell you that they don&#8217;t like a good story in their games, so the problem isn&#8217;t that narrative is some kinda outdated thing of the past that gets in the way of emergent gameplay (I&#8217;ve yet to see a game that actually delivers it, but that&#8217;s a different story), but that like any other feature it can suck for one reason or the other. A story can be bad. A story can be uninspiring. A story can fail to grab the player and make him care (Alpha Protocol). A story can suffocate the player (Witcher, many Bioware games). Much like anything else, good story-telling is a talent. Not everyone can tell a good story, especially in a video game format. If you can&#8217;t, then it&#8217;s better to skip the narrative and focus on features that can replace it, like the sandbox elements, for example. If you can, then it won&#8217;t take much effort to make the story flexible enough to support decision-making and it would enhance your game. Simple as that.</p>
<p>As for narrative being limiting when it comes to emergent gameplay, I disagree. There are many ways to craft a story that doesn&#8217;t force the player to move along a pre-determined and very narrow path, but lets the player make decisions and craft his or her own story within the story arc. I can tell you what these ways are, but it&#8217;s boring, so let me throw stones at Jay instead:</p>
<p>&#8220;Simply put, the needs of good “traditional” storytelling as we know it runs counter to good interactive gameplay. The hero in a compelling story is going to make mistakes, is going to be subject to rising and falling action, and is going to get pain heaped upon him by the author, and not see victory until the moment things are at its bleakest. He is not going to choose the optimal path to victory because – frankly – that makes for a really boring story. But that’s exactly what the player will go for if given the choice, and gameplay is all about making choices. So either we smack the player down with non-interactive, forced narrative, or we allow them to create for themselves a story that is likely to be devoid of very much drama.&#8221;</p>
<p>The amount of drama depends entirely on the story-teller and the paths he creates for the player. If there is a path that can be described as the optimal path to victory, then yes, it&#8217;s boring and uninspiring, but only because the story-teller has failed. That&#8217;s what consequences of your actions are for. By applying consequences to the hero&#8217;s actions you can infuse the story with as much drama as you need and make the &#8220;optimal path to victory&#8221; the &#8220;hero does in the end&#8221; path, should you so desire, or &#8220;the hero fucks everything up, so things now are way worse than before, so thanks a lot, you fucking douchebag&#8221; path, not to mention the much desired &#8220;you either die a hero, or you live long enough to see yourself become the villain&#8221; path where the seemingly optimal, no-brainer options lead to the hero slowly become the villain, without even realizing it. I assume that the moment when the player realizes what his hero has become would be quite precious.</p>
<p>So, the moral of this story is that choices without consequences don&#8217;t mean much and it&#8217;s the consequences that are the link between the traditional storytelling and emergent gameplay.</p>
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