Fatherdale Development Diary, part
1
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. Note that this first edition was originally featured
on GA-RPG, which no longer exists, and is presented here to
get a complete set of Fatherdale development diaries.
"Breathing life into Chickens"
Hello, I'm Sergei Klimov and I'm the lead designer for Fatherdale,
a medieval RPG/Adventure that Snowball Interactive is working
on for the last three years.
When we have been approached with the idea of Fatherdale's
Development Diary, I remembered the majority of similar articles
I've seen before and thought it a loss of time: why should
I spend my Sunday morning trying to impress playing public
by a detailed description of how hard it is to make a game...
:) or how fun it is to make a game... :)) or how great our
game is and what super-original features there are :))).
No.
Boring.
Then I thought a bit more and had a better idea. Imagine
that I've invited you all over here, walked up to the third
floor of the studios and offered a comfortable orange chair
and a cup of green lotus tea. There is a low poker table nearby
which we use to play bridge when time and wives are merciful,
and lying open on the top is a yellow notepad and two pens.
I send my PC to sleep, turn around and for the next ten minutes
we set our mobiles to mute, drink the tea and work together.
When you stand up, stretch and reach for the phone, we have
another part of the project finished. When you walk out, you
carry with you a new experience.
This diary would not be a tale of how one particularly good
designer works on one particularly good game :). I don't want
to impress [hear my war stories], I don't need to promote
[buy my new game], I don't like to burden with trivia [two
million polygons at twenty frames per second].
Here, I invite you to play.
Regularly you will read a new story. They might have very
few things in common. They will lack the narrative push to
make things clear and simple. But they will provoke to think
about games as we, the developers, do. I don't know where
you are at the moment, but for the next ten minutes please
sit in my chair, sip your tea and help me go through the issue
at hand. See, we have this medieval RPG reaching playable
and I need to detail a few scenes from general scenario to
exact script...
STORY 1
"A small path dancing between pines and elms leads to a
sudden opening, a sunny glade among the reddish shadows of
tall forest. Reinar, the hero, enters new location. Sights
and sounds of a busy yard, affirmative scream of rooster,
rush of hens scared by a stranger and hurrying to hide their
precious little chickling balls of yellow feathers... A lazy
bark of a large dog behind the barn, an honest haw-haw of
a tiny playful puppy curiously looking up, nasal operas of
well-fed pigs and piglets. A young boy with delicate features
comes to feed hens and as they hurry to their spot from the
small pond, Reinar asks:
-- Say boy, any chance this would be the Hunters?
-- Yes, Hunters it is. And may I ask who you are, and what
business brings you here?"
* * *
The location is HUNTERS.
A PATH goes through the center of location from north (Rift
Watch) to south (Charred Logs). Next to ENTRY and EXIT points
are two SMALL GLADES.
The center of location is shaped by a large YARD. At the
northern end, there is a fenced PIG YARD and an unfenced,
vaguely defined CHICKEN YARD. At the eastern end, there is
BARN and BENCHES where hunters sit while they skin their game.
All around the yard are HOUSES. In the middle of the yard
is SMALL POND.
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There is a fenced pig
yard and an unfenced, vaguely defined chicken yard |
The hunters sitting on
their bench with their skinned game |
There are chickens: ROOSTERS and HENS and CHICKLINGS. CHICKEN
YARD is their home.
ROOSTERS are brave. They walk ALONE. They EXPLORE location
along the PATH. They like to hang around men, their favorite
spots are BARN and two SMALL GLADES where all the strangers
come from. When ROOSTERS see a STRANGER, they SCREAM FIRE-THIEVES-DEATH
and RUN to CHICKEN YARD.
HENS are lazy. They are LONE HENS and MAMAS with four to
six yellow chicklings. LONE HENS are careful, MAMAS are overtly-protective.
All hens hang around CHICKEN YARD. They RUN AWAY from any
MAN passing through their SAFE DISTANCE.
CHICKLINGS imitate what their MAMAS do. They KEEP WITHIN
a certain circle of their MAMA.
There are pigs: FAT PIGS and PIGLETS. PIG YARD is their home.
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The chicklings stay close
to their mama |
The brave rooster and
the lazy chickens |
FAT PIGS are very lazy. They hang near their feeders and
EAT. They don't bother to notice any STRANGERS.
PIGLETS are hungry. They MOVE ABOUT. When they see a STRANGER,
they GRUNT and RUN to the OTHER SIDE of the fence.
There are DOGS: FATSO and CUTE. Dogs like MEN.
FATSO is sleepy, she is always near BARN. She SLEEPS. Sometimes
when she sees her master, she STANDS UP and WAGS TAIL.
| The young boy feeding the pigs in the pig yard |
There are HUNTERS: TOUGH and YOUNG BOY. They work near BARN.
CUTE is curious, he EXPLORES the YARD. When he meets a MAN
or a STRANGER, he starts FOLLOWING him around. When such man
stops, CUTE SITS LOOKING AT HIM AND WAGS TAIL. From time to
time CUTE will lose attention and switch back to EXPLORATION
or follow another MAN.
As a part of his daily routine, YOUNG BOY FEEDS ANIMALS.
He feeds PIGS at PIG YARD and CHICKENS at CHICKEN YARD. PIGLETS
RUN to their feeders and EAT with pleasing GRUNTS. HENS and
CHICKLINGS HURRY to meet YOUNG BOY at FEEDING SPOT and EAT
RUSHING AROUND.
* * *
"A small PATH dancing between pines and elms leads to a sudden
opening, a sunny GLADE among the reddish shadows of tall forest.
Reinar, the hero, enters new location. Sights and sounds of
a busy YARD, affirmative scream of ROOSTER, rush of HENS scared
by a STRANGER and hurrying to hide their precious little CHICKLING
balls of yellow feathers... A lazy bark of a LARGE DOG behind
the BARN, an honest haw-haw of a tiny playful PUPPY curiously
LOOKING UP, nasal operas of well-fed PIGS and PIGLETS. A YOUNG
BOY with delicate features comes to FEED hens and as they
HURRY to their SPOT from the small POND, Reinar asks:
-- Say boy, any chance this would be the Hunters?
-- Yes, Hunters it is. And may I ask who you are, and what
business brings you here?"
* * *
By now Hunters is final and well alive (see the shots illustrating
this article).
After we were done with the basics, we added some nice touches
like circles on the water when hens come to drink from the
pond and bouncing carcasses of skinned boars near the barn,
tried a few different versions of feeders, tuned animation
sequences for pigs, etc. - all in all, lots of small things.
But taken alone, each of them doesn't really matter.
The lesson is that when I started with a script and put down
logic as my guide, saying that there must be this and this
number of chickens behaving like they would do in the real
life, blah-blah-blah, I've ended up with a clockwork that
was dead. Yes, people moved around, animals did what their
AI suggested and the location was a model of an existing excavated
spot near Tula. However, each time I played the scene I felt
it was transparent. Our testers were excited, they said that
it was beautiful, that it was different, trah-lah-lah, but
I still could dissect it into several things going on simultaneously.
It did not come together to bring the emotions or deliver
the impression.
Then I created a new .DOC file and wrote down the feelings,
the story that I want to have in players' minds when they
reach this scene - nothing particular, nothing that would
have any relation to objects, AI or editors, just a narrative
piece. I thought that if I could use it -- instead of my logic
-- as a basis to direct the scene, I would have the scene.
And so we went back to the editor and created the location
anew, moved things around and did lots of small changes that
were not grounded anywhere, that didn't follow out of anything
- just some things that I felt "right" or "fitting". And the
scene started to come alive. You see, when you create a part
of the world where the gameplay is mechanical, you normally
base it on reason. This was my experience in my previous game,
and this is how I started designing new locations for Fatherdale.
However, when you create a part of the world where gameplay
is storyline and where things must "live" rather than "move",
you base it of feelings.
These small changes and adjustments, . The devil is in the
details.
Next time, this is what we will talk about - interaction
and breathing some life into your chickens :))).
* * *
Sergei Klimov
MD/Snowball Interactive
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