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Fatherdale Developer Diary, part 6
Fatherdale:
The Guardians of Asgard is an intricate RPG/Adventure for
the PC where the battle between the Gods and their eternal
enemy unfolds in the true medieval world of AD 1072. As one
of the few immortal Heroes who protect the ancient artifacts
of knowledge, you take on the reins of a warlord in a secluded
northern valley of Fatherdale just days before it becomes
the Battlefield of Fate to experience a story-driven multi-genre
gameplay focused around RPG, RTS and Adventure. With over
hundred and fifty unique characters, thrice that much in hand-crafted
inventory items, more than sixty locations in steppes, woods
and swamps, on plains, river banks and even inside the wooden
Keeps of the Guardians, you have a whole world to explore,
protect and die for -- and seven full-fledged Episodes to
play through a number of styles and genres before you face
your real Enemy.
Sergei Klimov, lead designer for Fatherdale
gives us his views on things with this series of development
diaries. This time he expands on the sometimes narrow views
some publishers have.
"DEATH ROW"
So, Lord of Destruction or Yuri's Revenge?
I don't know, they all sound too bad. Why can't we buy him
a good book instead, or something?
(a dialogue in Moscow's games store,
parents looking for a birthday gift)
Certain game designers often say how pissed off they get when
people from the 'outside' (oh, that great "outside"
that covers everybody stupid enough not to know all the peculiarities
of a particular trade! :) say games are not "art".
However, let's face it - most titles still appeal to the immature
youth in us, and you can hardly call a combination of huge
breasts and bloody monsters a valuable contribution to the
exploration of the inner workings of human being.
The jewels like Thief or Outcast deliver a complex vision
with a story and atmosphere, building up the motivation and
thus providing entertainment for the mind. They immerse and
trigger emotions, deliver suspense and leave you pretty much
in the same condition as a good book does - they enrich you
with new experiences.
There are also fine specimen of games that needn't compete
with the other forms of entertainment, and these are pure
games - take Age of Empires or Arcanum, they allow you to
interact in a way no other form of entertainment short of
getting your neighbors to stop by and play some toy soldiers
or do a round of pen-and-paper RPG would make up for.
Yet the sad majority of titles is still driven by the instincts
and that's as close to being art as switching on the TV.
And hey, playing to pass the time is perfectly fine, just
don't call it art - it's craft. It's more predictable, it's
what strengthens the stock price and provides more than 50%
of the jobs in this industry, so it'd be stupid to complain
(art, on the other hand, was never a profitable thing to engage
in unless you have some 50 years to wait until the public
recognizes your talent - and, pardon me, given you really
do have that talent :).
It was a perfect afternoon when they entered the
new village. Reinar felt a little nervous since
Korazin, his other party member, felt a bit sick
lately. Some testers played with his skills and
values to make him "more mass-market"
-- people at Fathertown failed to explain whether
this was a new useful skill or a peculiar perk,
and Reinar felt uneasy about the constant thirst
in Kozarin's eyes and his decision to unsheath sword
at every occasion... |
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However, as more publishers voice the idea of moving towards
"mass market" to recoup growing budgets, the trade
papers put forth some rather perverted ideas -a broader appeal
(so that the game's theme and motivation would touch the heart
of a Swedish investment banker as well as American student
and German store manager) is replaced with licenses (the property
is paramount and the software is there to support it, not
the other way around) and "core instincts" which
stands for blood, sex and (as funny as it sounds) lots of
magic once you put the letters "RPG" on the cover.
The reason for this issue of diary is that we've just got
a comment from one of the publishers who's seen Fatherdale
and recommended us to add more violence and especially death
scenes to "improve its sales potential". In the
marketing sheet we have for the game it says "easy to
get into = familiar medieval atmosphere", which we translate
as "swords, heroes and adventures on the road" while
he has taken it for "chopped hands, shiny armor and evil
dwarves".
See, in Fatherdale you can't normally kill a character or
get killed yourself since your opponent's motivation is rarely
to eliminate you - he can rob you, or hit hard enough to knock
unconscious, or force to retreat from his territory, but I
can hardly imagine how a Guardian or a Nomad would knee down
to finish off the wounded enemy and then proceed with the
reputation of a fearless warrior (yes, yes, that was a normal
act during the war and I'm not naïve enough to think
that when you fought for your life with intruders, you would
immediately recall the convention of care for prisoners of
war - but in a simple run-into at the tavern?).
Personally, I think it's fun that you can take captives or
lose your own party members when they're knocked out to save
them later from the enemy camp. I think it's fun that certain
characters have lesser loyalty and actually desert your flanks
upon regaining consciousness (they feel for the strongest,
and if they've lost at your side than maybe they would have
more luck at the other?).
Yes, the two lads didn't look like your typical
villagers and yes, they could have been more polite.
But Kozarin's idea about killing anything in
sight left no room for negotiation and taking the
sword out in front of two younger, stronger characters
isn't the best idea anyway. Father Odin will confirm
that for him it was easy -- he got killed fairly
quickly. But Reinar's in trouble now, and the gods
below and above will attest to his oath not to take
anybody with that "mass-market" sickness
any more -- if you strike everything that moves,
your bones will never make it farther than the
first vermin camp. |
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I think it's fun that you don't have to go through loads
when you've encountered too strong of an enemy while taking
a lone walk in the forest - you'll have your butt kicked a
little and most probably robbed, but it's not the aggression
of a madman that kills everything in sight. I think it's fun
that the characters panic and run or get scared and give up
and I think it's fun that at the end of the game the death
count would be quite realistic and you won't have to slay
120 enemy characters just to get to the final - we're talking
about medieval glory here, and victory is made by the leaders
and their decisions, not by the tons of canon fodder.
But that comes at a loss when a publisher, an organization
that has to know more about the market and see further when
it concerns developing properties and long-term value of the
brand, tells us we'd rather switch to hack and slash and appeal
with "how many dwarves have you killed today" motto
- if they would be producing Mel Gibson's Braveheart, they
would probably make battle scenes a major selling point and
skip the intrigue for the sake of nude females :).
In the world of games that are too much like each other,
in the trade where the majority of scenarios can be summed
up as "good military guys save the land from bad-looking
evil guys, and there's that third anonymous party that we
added for the playability" we look for the publishing
partner that can appreciate the difference and look at Fatherdale
as a game of its own "fun factor" rather than a
comparison chart of the differences with Diablo. Hey, we're
not into massive killing at sight - but we're still fun! Yes,
you can actually kill your enemies, but you can also rob them,
take captives and force to retreat. Maybe in the next episode
one of these chaps would become a member of your own party
- who knows? And just tell me, why the hell should I kill
such a good chance? Oh well, never mind. Some producers are
like war children - seeing that massive player killing sells,
they see it as core feature for consumers and so the circle
of damnation goes on and on and on. But one day we'll announce
the publishing partner here and you will know that it's someone
with a broader mindset :).
Best,
S.
Sergei Klimov
Lead Designer Fatherdale
Snowball Interactive
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