Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Saturday, 7 September 2013

Knights of Pen and Paper +1



 Knights of Pen and Paper + 1 is a game about a game.  A traditional pen and paper role playing game more specifically, with a dungeon master (or games master or whatever you want to call him) and 5 players exploring a fantasy world.  You control the players (and to some extent the DM) and move through a story full of in-jokes and knowing references, doing battle with lots of monsters and completing lots of quests.  It has a very set format but is also quite innovative in its structure - but is this enough to keep your interest to the end?

In KOPAP you choose your characters from 6 initial classes and these are all pretty standard fare.  There's a warrior, a druid, a cleric, a rogue, a mage and a paladin.  Nothing too remarkable.  However, each character also has an associated player, and these choices are a bit more unusual.  You can pick a rocker, a local school teacher or your little brother; your dad, your sister or even a wolfman and the neighbourhood alien.  All of these players come with different bonuses, and combining them with the various classes vastly increases the number of options available to you.  I guess that they fulfil the same role as races in a more traditional RPG.  You start by being able to only add a couple of characters, but this increases to 5 as you get more gold, and you can also unlock more classes during your adventures.  Unfortunately your party will probably already be full when you do this, but you can swap your characters at a tavern if you want to.


 Each character has 4 skills which they can use during combat, and these usually consist of a passive skill (so the rogue can poison his dagger to increase damage, for example) and 3 that can be used in a fight, and their weapons and armour can be upgraded along a linear path by a blacksmith found in towns and villages.  This adds various bonuses as it is improved such as increasing the health of a character or the amount of hit points they regenerate in a turn.  Your options are quite limited as there is only one possible upgrade, but each character can also equip up to 4 other items such as rings or clothing - which gives you a few more possibilities.

So, once you've created your party you are ready to begin the game.  You can see the room in which you are playing, but also the world that the DM is describing and different monsters will appear in different settings as you proceed.  And you can also use the gold you earn in the game (or buy with real cash) to get things like furniture for the “real world” room or pets, snacks and drinks which all confer different bonuses to your characters in the actual game.  This is kind of central to the whole thing, you are playing 5 people playing a game, so there are 2 levels of reality which can both be influenced by you.  It's all a bit “meta” and this is referenced throughout - with the lines between the different worlds often being blurred or crossed by the story.

The world of pen and paper itself is made up of a series of locations, each containing a number of quests for the party to complete.  Travelling between locations costs gold and takes time and also opens the party up to that eternal favourite of old school RPGs - the random encounter.  Every time the party moves the game rolls a dice and, if the result is too low, then monsters appear and attack.  Combat is pretty simple - initiative is assigned and then characters and monsters take turns to attack, heal or use their different abilities.  You can pick which enemy to target, but there's no positioning or other tactics.  There's not even a chance to miss - every attack and spell hits - so it's very much a numbers game.


And, in fact, combat is one of the game's main problems, which is unfortunate as it is also one of its main activities.  It's just too simple.  I found that I was using the same abilities over and over again as it didn't make sense to do it any other way, and this made fights very boring very quickly.  I mean, yes, occasionally I might have to heal somebody and I found some stuff useful that I initially disregarded but, 9 times out of 10, I would work my way through my opponents one at a time until they were all gone.  It became a process, almost work and certainly a grind, which wasn't helped by how similar all the enemies were.  They might look different, they might even have different resistances to various attacks, but the process of actually defeating them was pretty much always exactly the same.  Oh and, while we're here, you can kill a phoenix with fire in this game.  Uhuh, a magical bird made entirely out of fire, who makes its nest in an effing volcano can be hurt by fire.  Go figure.

So, combat is annoying, and this is made worse by how often the game forces you to fight.  I'm going to give it the benefit of the doubt and say that the quests are an ironic nod to the inanity of traditional RPGs but there's a lot of fetching, escorting and killing x number of monsters.  And, quite apart from this, every time you travel whilst escorting or protecting you fight an encounter at each stage of the journey.  Every. Time.  And any fight cancels your selected quest, so you have to re-select your destination from the map (until it is cancelled again on the next move).  AND it does this even if you're massively overpowered for that area.  So you can be taking somebody back to their village or whatever and be constantly confronted by packs of 2 giant rats which you kill by breathing heavily on them.  It's ridiculous and annoying and unnecessary.

However, this is not to say that the game is devoid of challenge, some of the dungeons in particular can be quite tricky until you (sob) grind for a bit to increase your level, but that the challenge is so uneven that it makes the Himalayas look like the Norfolk Broads.  Well, I say "challenge".  What I mean is "loads more hit points and a bit more damage" because this is the other really standard trap that this game falls into.  To be fair to the developers combat is so simple that I'm not sure what other options are available to them but the amount of damage that monsters can absorb increases exponentially throughout.  This is not an uncommon problem, it is even a bit understandable within the restrictions of this game but it makes an already tedious encounter system almost unbearable.


KOPAP manages to combine bad things from old style games (like random encounters) with bad things from the new (like an aggro system and rogues who have had all of their subtlety removed and are there purely as a damage outputter).  It limits your  characters to 4 set abilities and their armour and weapon choices to a purely linear upgrade path.  It sets you inane tasks and makes you jump through needless hoops to complete them and it made me question, seriously, what I was doing with my life as I sat there tapping a touchscreen repeatedly in order to kill a monster; knowing that I was going to have to do exactly the same thing again as soon as this one was dead.  There's not even any decent loot.

So why did I finish it?  I'm a grown man, I'm able to make my own decisions.. what happened?  To be honest I don't know.  The graphics are quite nice if, you know, you're not totally sick of that whole "retro 8 bit" thing by now.  It doesn't take itself very seriously, which is good.  The story is OK and there are lots of references to things which are important to geeks - they’re not especially funny but it's something I suppose.  I think that maybe it just appeals to the lizard part of your brain that appreciates repetitive tasks, or maybe I just wanted to see what happened at the end.  Whatever, I did finish it, but that isn't something I'm especially proud of.  It’s not a total disaster, and it has a certain charm, but it’s a pretty sad indictment that I just want to get this review done so I never have to think about it again. 



Knights of Pen & Paper is definitely available on PC and Android.  Probably on iOS too, but I can’t be bothered to check.

Sunday, 24 February 2013

Grimoire - Demo Released


Sit yourself down somewhere quiet.  Turn the TV & radio off, ask the kids to pipe down, and LISTEN.

Can you hear that distant thrumming?  A noise so faint, yet so insistent, that it's really more of a vibration in the earth?  In fact, now you've noticed it, it's not even really a vibration; more a portent, a suggestion of powerful forces massing beyond the horizon.

Because the horsemen of the Apocalypse are gathering my friend, the end of times is approaching and there is going to be a reckoning.  One of the great prophecies has come true. 

The Grimoire demo has finally been released, and history is trembling.


Regular readers of this blog will know which game I am talking about as I've already written about it twice.  I'm not going to go through the history again, (read the previous entries here, and here) but the latest news is that the much-promised demo has finally been released (link at bottom of page).  I'm going to be honest with you, there were times in the past few months when I doubted this would happen, but happen it has and the world is a richer place for it.

Grimoire is something quite unique, in that it is the product of one man's imagination and has taken him, at last count, 17 years to develop.  The game itself is a dungeon crawler, much like Wizardry 6 or 7, and it is, as you might expect, distinctly old-school in its presentation and mechanics.  It is never going to be a million-selling blockbuster, times have changed too much for that during its extended development cycle, but it's something that certainly scratches an itch for many people.  Having it appear here, now, feels like somebody has just been up into their attic and discovered a lost Beatles recording, or an unfinished Dickens novel.  It's a snapshot of another period in game development, it's something from another time, and it comes with all the benefits and drawbacks that entails.

To start with, Grimoire is acting a little bit like an old man who's been asleep for a few years and cannot deal with the world that he finds outside.  The demo crashes.  A lot.  It seems to do this more frequently on more modern systems and this is something that will obviously need to be sorted out before the game can be released.  Cleve assures us that he will do this, and there are ways the player can work around it, but it does still happen, so you should be aware of that.  In Grimoire's defence the game appears to run pretty smoothly within itself, it's just that it's having trouble dealing with the excesses of modern life and wants to go back into its cave every now and again.

The other main drawback I can see with it is that the user interface can be a bit awkward.  Each character has a button next to their portrait which determines the action they will carry out - healing, unlocking, examining an item, searching etc. - and this can be a bit cumbersome at times.  For example, if you want to identify an item then you need to select the spellbook icon to cast a spell, choose "identify" and the spell level, wait for a second, select the item, change the icon to a magnifying glass and then hold the item over the icon to see what it is.  It would have been easier to just cast the spell and then select the item you wanted to examine.  Similarly the inventory system is also a bit cumbersome.  You have a "banner" of boxes under the viewport which contain all the items not equipped by the party.  There isn't any way to sort these into any order (which makes it difficult to keep track of your loot) and I had filled all the available slots by the end of the demo anyway, which doesn't bode well for the full game.  However, these are small niggles and things that could be improved, they're not game breakers in any way or form and sometimes you just need to accept that if you want to play something different then you have to take the rough with the smooth.


Because Grimoire is, if the demo is in any way representative of the final game, something that is quite special and something that really does feel like the next instalment in the Wizardry series (and I do not say things like that lightly).  In fact it actually seems to improve on those games.  It does this in a variety of little ways - players are given three chances when rolling a new character, for example, instead of the famously frustrating "one strike" system in Wizardry 6.  The game will remember the commands used in your previous battle, so you don't have to enter them again, and you can also review those orders before starting any combat.  Similarly there is an "end battle" button which means you can duck out of any encounter which is too tough, at the price of having to load an earlier save, and you can even make the party walk automatically to a chosen point on the map.  These are little things, sure, but they make everything much more fluid and smooth than would otherwise be the case and they show the amount of thought that has gone into crafting the game's systems.

The game uses its own role playing system, which is hard to analyse without a manual, but which appears to be suitably deep and complicated.  Characters are defined by many attributes, ranging from the commonplace, such as Wisdom and Intelligence, to the more unusual like Fellowship and Devotion.  It is unclear yet how these affect the character's performance but the demo gives the impression that there are a lot of calculations going on under the surface.  This system also seems to have been designed entirely from scratch by its creator so, in and of itself, it provides the player with something new to get to grips with and try to understand.

And this attention to detail and creativity also extends to the races and classes that the player can choose from.  There are 14 races in Grimoire and 15 possible classes and although these include the usual suspects (humans, warriors, clerics, thieves and wizards) there are also some more interesting and unusual options available.  An Aeorb, for example, is a weird one-eyed alien thing or the player could choose a Naga (a kind of Hindu snake man) or a giant or a vampire or a camp-looking lion.  Similarly the classes include Necromancers (yay), Pirates, Templars and Jesters.  The whole selection re-inforces the feeling that this is something different that is being offered here, that this is something that hasn't been focus grouped or sanitised - that this is a game which has been developed outside of the normal boundaries and which, as a result, is not content with just offering up the same old choices.


However, where Grimoire really comes into its own is in the world that is presented to the player.  Graphically charming, it is full of little details and asides which clearly show the amount of effort and love that have gone into it.  The writing is of an extremely high standard and the world's lore is present throughout the environment.  In fact, in one dungeon one of the discoverable secrets is a room full of inscripted poetry about (presumably) future adversaries - which is lovely to see at a time when any other game developer would have just filled it with loot.  There are also plenty of these secret areas to find, and the game manages to make this difficult enough to be satisfying without making it impossible.  In other games in this genre they would show that there was a secret area behind a wall by drawing the wall slightly differently.  This was hard to find at first but once you knew what you were looking for you could spot them from a distance.  Here the walls (from what I can see) look exactly the same and have to be manually searched with the cursor.  The "trigger" points also differ from place to place - at the top of the wall in one location, in the middle in another - so the player has to be thorough, and some walls don't even have a trigger, they're just an illusion the party can walk through.  However, the player can use spells to help them detect such things and the game will also keep an account of how much of an area has been explored, so those of us with low level OCD can sleep at night.

Grimoire is a labour of love and, if you're interested in this kind of thing, then I would recommend that you give the demo a go.  The Indiegogo campaign has also restarted, so you can pre-order the game from there if you like what you see, and Cleve is still insistent that the full game will be released in May (even though the demo came out three months after his original deadline).  I think that will be tight, to say the least, and if previous history has shown us anything it is that this date will almost definitely be revised(!)  However, he has got the demo out and it does appear that he is working hard towards getting the full game released at some point in the (relatively) near future.  Personally I am really excited to see what happens next.

NB:
Update 04/04/13 - Cleve has just released a much more stable version of the demo (1.31), which seems to have resolved all of the previous issues. Get it here. (Remember to still run as admin.)

If you want to keep abreast of current developments then check this thread out

If you just read this article and were very confused then read...

Grimoire : Heralds of the Winged Exemplar

The Grimoire Thing Just Gets Weirder

And Wizardry 6 : Bane of the Cosmic Forge

If you have downloaded the demo and cannot get it to work then..
1. Install it directly into your C Drive (i.e. C:\Grimoire) not into the "programs" directory
2. Ensure you are running it as admin (the 1.2 installer should do this automatically.)
3. Run in compatibility mode with Windows XP.
4. Check the thread linked to above to see if anybody else has had any bright ideas.
5. Pray to whichever god you hold dear.









Tuesday, 13 November 2012

The Grimoire Thing Just Gets Weirder

A few posts ago I wrote about "Grimoire: Heralds of the Winged Exemplar".  This is a rather mythical game amongst RPG aficionados because, as I said then, it has reputedly been in development for the past 17 years.  Its story (which is long and strange) is irreversibly entangled with that of its creator Cleveland Mark Blakemore (who might not be long but sure is strange.)

I probably don't have the space to fully cover that story here but I can give you the basics.  Cleve has stated that he started developing Grimoire as a direct consequence of his experiences working for an Australian company in the mid 90s, who Sir-Tech had asked to make a follow up to their seminal game Wizardry 7: Crusaders of the Dark Savant.  This game was supposedly called "Stones of Arnhem" and he described a project full of incompetents, run by an Australian actor Max Phipps (he was in Mad Max 2, here he is),



which devolved into a total mess and was eventually canned by Sir-Tech before anything meaningful was created (but not before they wasted $250,000.)

Cleve makes some, frankly, pretty unbelievable claims about this time in his life (most of which don't bear to be repeated here) and he describes a number of the monsters created for the game, which were mostly based around aboriginal mythology or creatures from the outback, but which also included "the rectum gobbler" and something he christened "the penisaurus".  His version of events paints a damning picture of a project team out of control and completely disconnected from the Sirotek brothers at Sir-Tech.  He details an almost Kurtzian situation, with the leaders heading off on their own doomed jaunts into the creative jungle and nobody (except him) able to tell them that having monsters based on reproductive organs was not necessarily a great idea.  He says that he eventually had to quit the project as it was having a deleterious effect on his mental health, the scars of which he still bears today.

The problem was... no reference to Stones of Arnhem existed on the web (apart from Cleve's own words, and a comment on one website from somebody who purported to be his erstwhile partner, Michael Shamgar) so people found it difficult to believe him.  Add in to this that Cleve's online persona is often extremely offensive, totally unconcerned with the niceties of political correctness (or common politeness) and will say that stuff is true which appears to bend the rules of reality itself (for example that he killed all those Mexicans with the jawbone of an ass during the LA Riots, or whatever that story was.)  He's been trolling gaming sites since the early days and has annoyed or exhausted countless numbers of people.

So you can imagine the reaction when he fronts up with "Oh yeah, by the way guys, did you know there was almost a follow up to Wizardry 7 that was being made in Australia and had dick monsters in it, and transsexual furries killing each other and shit?  And I was, like, the lead programmer on it and spent all my waking hours trying to save it, but it never got made because the project manager got taken into a sanitarium, and hey, have I told you about the time I got hit by a truck but survived cos of my titanium skeleton?"

I mean we've all encountered them; people who make stuff up, who turn themselves into something they're not and try to counteract some kind of deep-seated inadequacy in their very heart by sticking lies up on the internet.  Come on!  This is some kind of bizarre joke isn't it?  A Penisaurus?  Rectum gobbler?  These are just the rantings of a disgruntled, delusional lunatic, a madman, don't pay any attention to it, it's obviously completely untr....

Oh.

Right.

Turns out that Cleve might have a point after all.  Because, in a completely bizarre turn of events, somebody has turned up AT JUST THE RIGHT TIME to provide him with at least partial corroboration.  An ebay user with the "name" of "hotalibl" says that he bought the remains of Sir-Tech, including all of their documentation, sealed games, artworks and so on.  He's even put 50 lots of it up on ebay, with another 50 to go up next week. (Click the link above to see the list.)

Amongst commonplace items like sealed first editions of different games, signed artwork and design documents the auctions include such gems as the letter canning the Stones of Arnhem project


and um... Cleve's resignation letter....


Of course I should probably make it almost legally clear that this doesn't mean that any of Cleve's other claims are in any way true, but you know, that picture does kind of fit his description, sort of almost exactly, and there's a lot of evidence there that "Stones of Arnhem" existed and that he worked on it before resigning and, if that's true, then... well maybe it's best if we don't think about what that might imply...

Oh and, while we're here, Grimoire has a new pitch video as its resolution has been updated.  Demo due end of this month.  Apparently.  The Indiegogo campaign is still running.




Further Reading:
If you want to read the full story go here (be aware it is 50+ pages.)

A demo of the game was released in February 2013 - read about it here





Friday, 19 October 2012

Grimoire : Heralds of the Winged Exemplar

Making games can be a difficult business.  There are numerous examples out there of  games which have taken years to create, or which have just disappeared forever.  There are thousands of them that have fallen by the wayside, thousands more that never got past the planning stage.  The eternal highway that we call "gaming" is littered with the burnt out wrecks of projects that aimed too high, too low or in just the right place, but which were driven by idiots.


However, there has never been anything quite like Grimoire.  Grimoire splits opinions, it may be the greatest dungeon crawler ever created - it may never be completed.  Its um.. eccentric developer Cleveland M Blakemore first started working on it in 1995 - in the wake of a disastrous spell at legendary software house Sir-Tech.   He was allegedly employed on the follow up to Wizardry 7, one of the greatest RPGs ever made - but the project quickly descended into acrimony, penisaurus's and 9 inch dildos hanging off shower rails.  Rattled, but unbowed, Cleve picked himself up off the floor, squared his impressive shoulders and set out to make the RPG to end all RPGs.  To make the RPG at the end of time.  To make history!

Now finally, 17 years later, Grimoire has been shown to the public, on Indiegogo. Even if you have no interest in old-school RPGs you should still watch the pitch video as it is hilarious.
Sounds good huh, but unfortunately Cleve is also a little bit strange.  He describes himself as a Neanderthal, a lunatic and famously, in the pitch video for Grimoire, as a madman.  It has taken him 17 years to get Grimoire to where it is today and he has promised faithfully many times during that period that THIS TIME it's ready and that it will be released imminently - needless to say none of these promises were ever fulfilled.  If you combine this innovative approach to building customer confidence with his frequently offensive interactions with the outside world (oh, and he lives in a vault too, by the way) then you can see that the man has a bit of work on his hands if he wants to convince the paying public that they should support him. 

Now Cleve isn't stupid, he knows that people are lacking faith in him and he needs to convince them that he is dependable, committed and that there will be a good game at the end of this to reward their pledges of support.  So... how does he react?  Well, there is the good and then there is the bad.  On the one hand Cleve can say something that seems almost painfully honest, he can respond to criticism in a way that makes it clear how passionate he is about all this.  But then he also can't resist sticking the boot in to other games developers, on their own Kickstarter page no less.  He's an enigma.  That's what he is.  He's the main reason why the game splits opinions.  The game itself looks good.  Assuming it's mainly bug free and playable then it demonstrates a lot of things that people are looking for at the moment.  A genuine old school experience, something authentic, something different and something that is a labour of love.  The problem that many people have is who has made it.

What it comes down to is, do you want to play something that's come out of this man's mind?  Personally speaking (and I would like to make it quite clear that I am not responsible for any money you may lose backing this) I do.  God yes because, if nothing else, I am quite sure that it will contain plenty of WTF moments.  In a world full of identikit AAA games or play it safe indie odysseys this promises to be a madcap ride through the imagination of somebody who is anything but boring.  To my mind that makes it worth the money on its own.  You may not like Cleve, or you may think he's some kind of hero, whatever, any game that he has spent this amount of time and effort on is not going to be boring.  So, really, what have you got to lose?  It's only money.


About a month after this was written the story behind Grimoire took another, bizarre, twist.  You can read about it here.

And a demo was released in February 2013.  See this.

Monday, 30 April 2012

NEO Scavenger Developer Q&A - Part 2

Welcome back to our chat with NEO Scavenger developer Daniel Fedor.  This is Part 2 (you can see Part 1 here) and we discuss the game itself, and the plans for its future.


Your first project is NEO Scavenger - which is a turn-based, quite traditional, RPG with an emphasis on crafting and survival.  Tell us about that.

Turn-based play was actually a big consideration for me when I set out to make the game. I enjoy having the time to really consider my next action, to enjoy the problem solving, and not be pressured by time constraints nor other players. I enjoy twitch games too, but sometimes, I just want to sit down and leisurely enjoy a rich, challenging game.

The crafting and survival aspects of the game are largely borne of my love for post apocalyptic settings. In a post apocalyptic world, one has to look at items with new eyes, and imagine creative ways of using limited resources. It reminds me of my childhood days of scavenging junk to make forts, and rummaging through piles of Lego, trying to find a serviceable part for my creation. Post apocalyptic settings also offer the ability to tell two stories simultaneously: that of the world gone by, as well as those who live among its ruins.

RPGs also played a big role in my childhood. My friends and I would spend hours in elaborate campaigns, and even more time researching and designing settings, adventures, and characters between sessions. I wanted to capture the creative problem solving aspects I enjoyed so much from those games. Players will quickly notice that encounters in NEO Scavenger have multiple solutions, and I try to encourage these creative approaches.


The game is quite "hardcore" - with (perma) death coming easily and often. Is this something that will be true of the final version, and what made you decide to take this approach?

As much as possible, yes, it will be a part of the final version. Knowing that everything is on the line makes decisions more interesting, and the game more compelling. There's this one quest, after the player has spent quite a while struggling to just stay alive, where they're presented with a foreboding building they must enter. I've had three separate people tell me that when they saw that house, they thought about all the times they nearly died trying to just stay fed and sheltered, and decided "nope, I'm not going in there."

That's exactly the kind of role-playing I was hoping for. If the player could just save their game before entering the house, and reload at any time later, they'd do just that. The mystery of the house wouldn't be a reward for the brave anymore, just more content to consume.

There are still some bugs to work out, though. Many things in the game can kill a player regardless of the player's preparedness, and that's not cool. Like in traditional RPGs, I want death to be something of a joint failure between the player and I. Either the player took an unnecessary risk, was lazy, or I didn't provide the necessary in-game tools. That'll take some work to sort out, but that's the goal.

There's also the question of how to handle death once the game's plot gets longer. I plan to extend the plot beyond what's currently in the demo and beta, and the longer that plot becomes, the more annoying death becomes. For now, death is a minor setback, and a chance to try a different approach. But if the plot gets long enough, death may be more frustrating than fun. There are ways to address that, and I'll have to see what works best. But I definitely want to maintain the "hardcore" feel that's there now. It's part of what sets NEO Scavenger apart from the "can't fail" games that exist.

There are lots of items in the game which give the player pieces of the back story.  Is the plot and background of the game already all worked out? Or is that still being developed?

A good deal of work has been done creating the setting and overall plot structure, but details still need working out. Ultimately, NEO Scavenger takes place in a world in which I'd like to tell many stories. NEO Scavenger is meant to be a sort of introductory episode in a series of games in the same universe. So it'll reveal a pretty wide-but-shallow collection of setting and plot info, and leave further detail to future games in the setting.


You seem keen to involve your players in helping you develop the game, through the forum and by voting on features.  Is this something which you think is important?  

I definitely want players to feel like they have a voice. Part of the reason I started this whole enterprise was because I wanted more creative input into games, and this is a way to share that experience with customers.

The feature voting was an experiment with letting paying customers help drive the development priorities. Most studios will engage their customers in forums, and this can be a great way to get feedback. However, forums can often be misleading, as the volume of discussion may not accurately reflect the number of customers who care about it. Offering paying customers the ability to vote means that I'm seeing an accurate representation of what paying customers want, in proportion to the amount of money they think it's worth.

How many of the proposed features do you hope to be able to implement?

Everything! Seriously, though, the features up for voting are all ones that I'd like to see added, finances permitting. I have a vision for what I think the game should be, and the voting is meant to help with prioritizing that vision, rather than changing it.

If I had to choose only a few from that list, it actually wouldn't be too different than the current voting ranks. The game needs at least a little more plot work before I'd be satisfied. And combat is still really rough. I'd like to work out a richer system for that, allowing the same sort of creative latitude as the rest of the encounters in the game. I see the value in a larger resolution, though I could technically live without it. And the rest are mostly for variety more than anything.


How important is it for you that people support the game now, while it is still in development?  Would you be able to finish the game if people didn't do this?

If nobody had supported the game, I probably would've worked on a bit more plot, wrapped it up, and moved on to a new game. Having people support the game early has allowed me to do a huge amount of refinement to NEO Scavenger, including adding some new features. In particular, the new day/night, visibility, AI, and camp additions were mechanics which probably would've been skipped without outside support and feedback. So having people participate in both the funding and design of the game was a big deal.

I'm not sure how much more I can afford to work on before I need to move on, but extending the plot is still an obligation I'm imposing on myself. Even if I had to go get a job at the supermarket to pay the bills tomorrow, customers at least deserve some more plot.

So, with all this in mind, when do you think you’ll be able to release the game?

A final version? It's hard to say. Probably no sooner than June 2012, if I were to start wrapping up plot work tomorrow. I estimate it'd take at least that long to create and test the content. However, if pre-sales pick up again, it might be enough to fund a new feature or two, so that would protract the schedule.

Ideally, I'd have enough funds to flesh out the plot some more, fix up combat and wounding, and add some extra variety to the game's collection of items and creatures. I could then start selling a downloadable copy from my own site, as well as shop it around other channels, such as Steam and Desura. And hopefully it would be enough to start work on future installments, probably with a continuation of the plot. I could see this option taking more like 3-4 months to complete.

So sometime in the summer, perhaps? Of course, my original estimation was 4 months all-told, for a September 2011 release. We can see how accurate that was!


So, there you have it.  We’re very excited about this game.  Hopefully some of you are too and will want to
support it, and enable Daniel to put in all the features that he has planned.  Don’t forget that you can do that, and much more, on the website.

We would like to say thanks to Daniel for answering all of our questions.  Don’t forget to check back here once the game is finished for a full review!

NEO Scavenger Developer Q&A - Part 1

If you’re a reader of the Indie Review (and if not, why not?) then you may remember that we recently flagged up NEO Scavenger as “One to Watch”.  For those of you who don’t know, NEO Scavenger is a post-apocalyptic, turn-based, survival RPG currently in development by Blue Bottle Games.  There is a playable demo available on their site, and you can support them with actual money in return for access to the current beta build (and the full game when available.)

We recently got the chance to talk to Blue Bottle head honcho Daniel Fedor about, well everything really - from career choices to the game itself.  This, here, is Part 1 of that chat and we cover Daniel’s background and his inspirations.  Tomorrow we’ll give you Part 2 - in which we talk more specifically about NEO Scavenger, how it’s got to where it is now and what the plans are for the future.


So, what made you want to leave a big company, like Bioware, and take the leap into the relative insecurity of being an indie games developer?

I think it was creative freedom, more than anything else. At a company like BioWare, you've got 800 employees spread across maybe half a dozen projects, and most of them want creative input. Even in the most democratic situations, that doesn't amount to a lot of creative input per person.

What's more, the roles I was hired into aren't ideal for someone who wants to design games and make them reality. As a tech artist, I was mostly in charge of tools and art pipelines. And as an associate producer, it was more facilitation and administrivia. Rarely did I get a chance to design a game system, write code for it, draw art for it, or tinker in writing, audio, or business analysis. I longed for an opportunity to really let loose and try some ideas out.

I did have the pleasure of working on two small research projects there, however. In each, I was part of a small team, and we got to experiment with gameplay and systems. Given the team size, we all had a lot of input, and had to wear many hats. They were some of the greatest moments in my career. They were brief, though, and years apart. I wanted more of that.

How is that decision going?  Any regrets?

I love it! So far, it's been a steady trip to the poor house, but every dollar spent has been worth it. I get an enormous amount of satisfaction out of my job each day, and I feel it has really catapulted my skill development. One could say it was an investment in myself. It still may pay off, if I can manage to make something salesworthy and get enough exposure. However, even if it doesn't, I've got a game that I love, a company I'm proud of, and a few hundred fans who like my work. And if I ever want to go back to working for someone else, perhaps I can get into a role with more creative input now. That's a pretty good worst-case!

Do you have any advice for other people thinking of doing the same thing?

Yes, a ton of it! Part of my goal in going indie was to document the process and share it with others. That documentation is in the form of my blog:
“game dev gone rogue”

In it, I share learned wisdom from my successes and failures, including finances, motivation, public relations, creativity, and more. Blogs like mine were what helped me prepare for my journey, so I hope to do the same for others.

If I had to choose a few of the more important lessons, one would definitely be to give yourself enough financial breathing room to make a serious go of it. You'll need at least a year to find your footing and release a game. Maybe more. I just crossed the 1-year anniversary of my resignation from BioWare this month, and I'm still not profitable.

Which segues nicely into another important lesson: start small. I failed to limit the scope of my first game, and instead of having a few games done by now, I have one game partially done. That's bad for business, as it puts all my eggs in one basket. If NEO Scavenger fails to be profitable, I'm broke and looking for a job. If I had done a few smaller games, I'd have more chances at one of them being profitable enough to sustain me.

Finally, I'll borrow some wisdom from John Romero: stop waiting for permission. I think I was one of the people he described, who thought that if I just go through the motions long enough, someone will walk up to me and say, "now it's your turn. What game do you want to make?" Well, there's only one person in the universe who's ever going to say that to you: you.


You describe yourself as a "huge RPG nerd". Which games have inspired you?

As kids, we played a ton of AD&D. Pretty much all of the campaign settings. We also played quite a bit of Rifts and Shadowrun. Outside of those, we dipped our toes in Car Wars, Traveller, Twilight 2000, Mage: The Ascension, and GURPS, and I bought at least half a dozen RPGs just to enjoy reading the rules and settings.

In the realm of video games, I was big into CRPGs like Fallout, Shadowrun (Sega Genesis), Baldur's Gate, Arcanum, Nethack...man, this could be a long list. Looking over the stuff on my shelf, I think there are definitely some front-runners in the list of direct inspiration.

Rifts is a big one, for sure. I really enjoyed the mix of sci-fi and supernatural horror in a post apocalyptic setting. It went a bit bonkers, true, but the core concept was really cool to me. Arcanum had a similar tech/magic mixture, and offered a cozy paradise for the scavenging type.

GURPS's mechanics were always fascinating to me (and therefore Fallout's). The idea that one chooses a balance of advantages and disadvantages really grew on me later in life, as it forced more interesting role-playing and problem solving. You'll find that direct influence in NEO Scavenger right from the start, when choosing skills and traits.

The GDW games like Traveller and T:2000 were awesome because of their attention to detail and realism. I like my science fiction moderately hard, and most of the tech in NEO Scavenger is meant to be plausibly grounded.

Finally, the way magic is handled in Mage: The Ascension is really attractive to me. That it works in various and mysterious ways, and cannot be fully understood nor explained, is really cool to me. I'm annoyed by games where magic is formulaic to the point where a spell is just a +/- stat and one of the four Greek elements. Old D&D had some cool magic: the kind that was so idiosyncratic and full of contradictions that it felt like a forbidden art. If I can capture the mystery and power of magic like they did, I'll be happy.

There are a ton of other games that inspired NEO Scavenger, which itself is really just a collection of things I like from gaming. The S.T.A.L.K.E.R. series, Deus Ex, Civilization, Silent Storm, Nethack...there are just so many games I've been influenced by, it'd be hard to list them all.


Why do you think classic CRPGs like this stopped getting made?  

It's just capitalism at work. Market pressures and development costs drive much of what we see in the games market. Most studios try to find the intersection of games they want to make with games they can afford to make. If more people throw down cash for games like Call of Duty, more games like Call of Duty get made.

Once in a while, a studio decides to take a risk and make something different. Most of the time, it's a failure, and that behaviour is punished by bankruptcy. Very occasionally, it's a hit, and then there's a new gold rush to that genre.

Do you think they're coming back into fashion?

The hand-painted, turn-based, isometric CRPGs many of us fell in love with faded away because other genres were a better bet, financially. They just evolved out of the market. The reason we're starting to see them crop up again is because the cost of making and publishing them has gone down. I can write a game using off the shelf tools for a fraction of the cost and effort it took a decade ago, and then sell it through an increasing number of channels, including my own website.

When the barriers drop like that, we see more games with more variety. It enables people like me to afford taking the risk.


Your website says that you want to "try to leverage piracy as a tool".  What does that mean?

Ultimately, I want people to play my game, and I want to keep making games. As long as those two things are true, I'm happy. Piracy means more people are playing my game, so the only real question is whether piracy diminishes my chances of continuing to make games.

I think that sites like
Good Old Games have realized that people who are going to buy the game will do so even if it's available to pirate. I tend to agree. Customers will be customers, and pirates be pirates. If you believe that, then piracy doesn't negatively impact sales. It just means more people play the game, talk about it, and maybe that reaches the ears of additional customers. Piracy can actually be a valuable advertising tool for a cash-strapped indie with no marketing budget.

Besides, DRM takes time to make, which could otherwise be spent adding value to the game. And since adding DRM risks annoying customers and, at best, only delays piracy, it seems like a really bad investment.

And that ends the first part of our interview... be sure to check back tomorrow  - when we’ll be talking about the game itself.  (You can see Part 2 here)