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Fatherdale Developer Diary, part 7
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 tackles the problem of how much freedom
a player should have.
"The Freedom of Choice"
- This old guy at the lake, he kind of hints at the quest
but never quite reveals the details until you agree.
- And what if there's a first-time player and she misses
this? I mean, what is she doesn't see the consequences of
the choice clearly...
- Well, we can't keep, can we?
(one of the eternal topics of
Fatherdale's design team)
Today this is the question, ladies and gentlemen - how much
freedom of choice do we give to the players, and does this
freedom creates the corresponding responsibility?
Players on our forum often appeal to Fallout. They want to
choose the answers, they want to choose whom to slay and whom
to save, they want to be able to have everything - and to
be everything. To put it in a few words, this is not going
to happen. In Fatherdale, the storyline is the king, the game
is not about the world (though it has a detailed and well-functioning
one) - the game is about the situations, and while you role-play
all the way through, you role-play for a certain hero, Reinar,
who will not torture women, enroll with vermin or trade his
Raven Sword for a few gallons of mead.
Once this concept was declared clearly and the players went
to the game's site to read the biographies of the characters
and description of inventory items, most agreed it was still
an interesting game. The storyline didn't substitute the development
of the world, there was lots to explore, and the non-linear
nature of the situations gave a good number of ways to play
through. You can choose whom to take into your party, you
can choose whom to believe and whom not to, and you can grant
mercy or death when the situation invites a fair judgment.
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The next logical question was, so how is the available freedom
communicated to the players? Early in Episode I, a traveler
tells Reinar a story about a magic stone, what is known in
the game's world as the Legend of Skeivar. Reinar then has
two ways to respond, one is to say "I can believe it"
and another is "I don't believe it". In the immediate
scene, this will lead to no visible consequences - in the
first case the traveler will add that it's hard not to, since
the stone is only a short distance away and all willing can
go and see for themselves. In the second case, he will simply
say that it's up to everybody to choose what to believe and
what not to.
However, later in the game, if Reinar said he doesn't believe
in the legend in that first scene, a healer who's very much
into thinking of the world as of a one full of magic, will
refuse to talk with Reinar. "You don't believe in Skeivar?
Go on, deny the undeniable. But one day you'll come back with
the questions your warrior friends can not answer." On
the other hand, a ranger will gladly align with Reinar's party
and give information about the road ahead ("That Skeivar
was a great warrior, I believe. But this legend of the stone
that bleeds, this is for kid's in the darker winter nights
in the village"). And the other way around - if Reinar
believes, the healer will give more information about the
background of that story, while ranger will shrug and leave
for a more reasonable company.
Which is where we come to the question above: how much responsibility
do we demand of the player? Is that all right that one answer,
which allows you to role-play (for example, right now I'm
in the no-magic mood, but later in the night I might easily
play for Reinar as a faithful believer in the strange and
wonderful happenings), brings such heavy consequences?
On one side of this question lies the "Windows RPG",
as we call it. "Are you sure you want to say you believe
in the legend?", it will ask. ""Please confirm
that you really believe!", it will demand. And at any
time along the "believer" thread of the storyline,
Reinar would have a dialogue "Hmmm
On the other
hand, I think I don't really believe in this thing now",
which would transport him back to the stage where choice is
still possible.
On the other, there's a dangerous world where you have to
value each and every word, and where "Cancel" is
not an option. The vermin won't ask you twice if you really
want to fight, they'll just send you a couple of lovely arrows.
And the villagers won't let you in after you misbehaved, even
if you play the sorry dialogue ten times before their elder
- what is done is in the river of time already, life is hard
and dire circumstances call for outstanding solutions.
At the moment, we're still tuning the episodes and there's
no clear answer on which way we'd go. Personally, I think
we'd venture on the dangerous road but will always give player
one chance to return - just like in Herbert's Dune the face-dancers
always left one escape route, no matter what a trap.
In case of the legend in the example above, just this morning
I wrote a part where another character on the way to the healer
and ranger starts a dialogue about Skeivar and Reinar can
give his opinion on that - again. After that, there's no way
back. But if at first somebody pushed "I believe"
and then thought it's not quite the way he'd behave as Reinar
given the circumstances, there's that one chance to correct
what has happened. I think this is the balance for us, the
demand that the player be responsible for whatever choice
he or she makes - this is an RPG, by Odin! - and just about
enough freedom to take that little pause before making the
decision...
Best,
S.
Sergei Klimov
Lead Designer Fatherdale
Snowball Interactive
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