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UPDATE: We're highlighting some of the most interesting questions and answers from the Q&A! Read up.

Scott Tykoski (AKA ScottTykoski, Mad Scientist) and Patrick Shaw (AKA pshaw01, Stardock Dev) joined us in the forums for a chat about game development, the life on the "set" of Sorcerer King, and everything gaming. Not only did they answer many interesting questions, but even shared [url=http://www.gog.com/forum/general/sorcerer_king_developer_qa_9396d/post33]art!

rodzajowo: What inspired you to make the game, and what were the inspirations during production?

Scott: So when we put out 'Fallen Enchantress', one of the systems we introduced were random 'Wildlands' - parts of the world with their own backstory, enemy loadout, and possible boss creature. What we saw in several reviews were that some players were enjoying this part of the game more than the core 4x diplomacy systems. This planted the seed of an idea that eventually became SK - a 4x where it's 100% you vs. the world (more exploration and extermination, less expansion and exploitation). We also really liked the idea of a 4x that built to a crescendo, and a final boss battle against your main antagonist works with the lore, gameplay, and prevents the traditional 'slog' that many 4x matches devolve into.

Lodium: What did you guys used to play back in the day before you went and became game devs?

Patrick: I started working 17 years ago so my list is pretty old. :) I played a lot of Mario, Zelda, and Phantasy Star on the consoles. For the PC, I owned an Atari ST during the 80's and a Mac in the 90's My favorites from back then were Dungeon Master, Alternate Reality, Sim City, and Arena (the first elder scrolls game).

Scott: I grew up a console kid, so my top games were probably Final Fantasy II (4), Super Mario 3, and the original Legend of Zelda. Oh, and I loved Civ1, but mostly to explore and build up my empire. I always lost. At some point I'd be looking for new continents in my canoes when Abe Lincoln would take me out with his bombers. Always had fun though...which is actually one of my favorite parts of SK. From my experience, it's a game where you enjoy even you lose.

justMaku: What has kept you guys in the industry for so long?

Scott: The coolest part about making games is that there's always something new to master. I've worked at Stardock since I was 20, and in that time I've probably done 30 different jobs at various times (AI coding, UI code, gameplay code, animation, concept art, modeling, texture, gameplay design, booth babe, etc.). Never a dull moment :)

Lodium: What do you think about the indie scene and where do you think the industry migth be heading the next few years?

Scott: I'm a HUGE fan of the indie scene, but I worry it's not reaching it's potential. When that fire was lit with Braid, Super Meat Boy, the Behemoth games, etc., it felt like we'd finally see all these new untapped ideas brought into fruition. If the AAA guys couldn't do something, here were devs that COULD do it. Unfortunately a lot of the games coming out from the small teams are still playing it safe (rehashes of gameplay we've all experienced). Of course for every 100 re-skinned SHUMPs, you have something fresh, so I guess that's a pretty good ratio :) I just wish those diamonds had more room to breathe.

DevildogFF: What can we expect next for Sorcerer King?

Scott: We have a binder filled with feedback and future design ideas for the game, and I've been promised I'd get to work on it this year, but that's about all I can say ;)

Read the full thread below to get all the Sorcerer King content or even pop in with your own question and stay on the lookout for future Q&As!








ORIGINAL POST: Have questions that only game developers can answer? Join the team behind Sorcerer King™ for a special Q&A session!

Two guys from Stardock who worked hard on Sorcerer King™ and other brilliant titles from the development studio, are ready to answer all your questions today at 6-8pm GMT.

Before we go on, here’s a few words about our two guests and their involvement with Stardock games to give you a head-start on questions:

Patrick Shaw -- Producer -- Pshaw01

-- 17 years in the gaming industry
-- Has worked on The Sims, the Star Wars series, and military simulations
-- Now producing Stardock’s Galactic Civilizations, Elemental, and The Political Machine series.

Scott Tykoski -- Mad Scientist -- ScottTykoski

-- 15 years with Stardock
-- Worked on design, gameplay code, spell effects and 2D art for Sorcerer King
-- Has worked on just about everything - from Lightweight Ninja (back in his intern days)
-- Now working on Ashes of the Singularity and The Political Machine 2016

Here are some ground rules to help us get the most out of the 2 hours we have with these awesome gentlemen:

-- Not all questions might get answered during the Q&A.
-- Be nice! No abuse, harassment, name-calling and the like.
-- Don’t spam or take over the thread to go off-topic.
-- Try to not repeat questions. Look through the last few before asking your own.

Comment in the thread below to ask all about their life in game development, their work on Sorcerer King, and whatever else strikes your fancy. Let’s get this show on the road!
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DevildogFF: Hey guys! Rob here from eXplorminate!

What can we expect next for Sorcerer King?

Why do you think it may not have sold as well as it SHOULD have?

What would you change if you had to start all over again?

Thanks for doing this!!

Hey Rob!

RE: What can we expect next?
We have a binder filled with feedback and future design ideas for the game, and I've been promised I'd get to work on it this year, but that's about all I can say ;)

RE: Sales.
Six words - "Never release new IP in summer." :)

RE: What would we have changed?
Not releasing in summer ;) I also think we under-estimated the amount of work required to explain SK to people. For a game with firm 4x roots, we actually find it resonates with RPG players more than our traditional fans, who would fault SK's streamlined systems and a lack of '4x replayability' (our other 4x games have players with HUNDREDS of hours poured into it, where-as SK is probably a 40-60 hour experience).

I personally would have liked to see more world variation...build on the Wildlands idea more, with more unique locations and such per-game.
What made you change your mind to release your games on gog.com since (I think) your 2014 yearly report shoved that you were interested only in Steam as a platform and all the other platforms were irrelevant then.
Post edited January 15, 2016 by Matruchus
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justMaku: Oh, another one of these Q&As, that's awesome.

So, my question: What has kept you guys in the industry for so long? It's fine if the answer is "the pay", I mean, we all do a job for a reason - few people stick around for the cool factor and it must get tiring doing essentially the same thing for 10+ years...
I do this because I love making games! Games enable you to challenge and emotionally engage with your players in ways impossible in other media. I am very interested in finding new ways of engaging with players. Also, I enjoy challenges and making games forces you keep up with evolving technology and markets.
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vicklemos: Hi!
Where did the ideas for the game art came from? Can say I'm really stunned by/with it!
And thanks for bringing us lots of your (now drm free!) masterpieces!

Btw longtime WindowBlinds fan in here! Used to love settin' up some fancy Alienware theme on my superb pc! ;D

Hi vicklemos!


Thanks - I love the art too! :) Unfortunately my answer is super dry. Our primary goal with the art was one of clarity - to make a world where the player never had to use icons or pips to understand what was going on. By removing the 'unit design' system of FE, we could make units with considerably more personality, so we had a lot of fun on the concept side, really playing with shapes and making heroes and enemies that stood out.

If anyone is interested, I can dig up some of that old concept art to post here...it's just collecting dust on a drive somewhere and I'd love to show it off :)
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Matruchus: What made you change your mind to release your games on gog.com since (I think) your 2014 yearly report shoved that you were interested only in Steam as a platform and all the other platforms were irrelevant then.
Steam is a great platform but it's obviously not a good fit for everyone. We want to be where are our fans are and are happy to offer our games on GOG.
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justMaku: Oh, another one of these Q&As, that's awesome.

So, my question: What has kept you guys in the industry for so long? It's fine if the answer is "the pay", I mean, we all do a job for a reason - few people stick around for the cool factor and it must get tiring doing essentially the same thing for 10+ years...
avatar
pshaw01: I do this because I love making games! Games enable you to challenge and emotionally engage with your players in ways impossible in other media. I am very interested in finding new ways of engaging with players. Also, I enjoy challenges and making games forces you keep up with evolving technology and markets.
What is the most challinging thing you have worked on so far?
Any story you can share of late shifts in the office or some funny story related to this?
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Painted_Doll: When will Stardock provide Gog redeem codes for customers who previously purchased their games on Impulse ?
Unfortunately, we are not offering codes for folks who have bought the game on other platforms.
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Lodium: What did you guys used to play back in the day before you went and became game devs?
Any favorites?
Both console and pc counts.

Hey Lodium!

I grew up a console kid, so my top games were probably Final Fantasy II (4), Super Mario 3, and the original Legend of Zelda.

Oh, and I loved Civ1, but mostly to explore and build up my empire. I always lost. At some point I'd be looking for new continents in my canoes when Abe Lincoln would take me out with his bombers. Always had fun though...which is actually one of my favorite parts of SK. From my experience, it's a game where you enjoy even you lose.
avatar
vicklemos: Hi!
Where did the ideas for the game art came from? Can say I'm really stunned by/with it!
And thanks for bringing us lots of your (now drm free!) masterpieces!

Btw longtime WindowBlinds fan in here! Used to love settin' up some fancy Alienware theme on my superb pc! ;D
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ScottTykoski:
Hi vicklemos!

Thanks - I love the art too! :) Unfortunately my answer is super dry. Our primary goal with the art was one of clarity - to make a world where the player never had to use icons or pips to understand what was going on. By removing the 'unit design' system of FE, we could make units with considerably more personality, so we had a lot of fun on the concept side, really playing with shapes and making heroes and enemies that stood out.

If anyone is interested, I can dig up some of that old concept art to post here...it's just collecting dust on a drive somewhere and I'd love to show it off :)
Hey, concept art is always interesting.
Please do.
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Matruchus: What made you change your mind to release your games on gog.com since (I think) your 2014 yearly report shoved that you were interested only in Steam as a platform and all the other platforms were irrelevant then.
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pshaw01: Steam is a great platform but it's obviously not a good fit for everyone. We want to be where are our fans are and are happy to offer our games on GOG.
Much appreciated. Also I wanted to ask if there is any chance you are going to port your existing games to Linux? I know Ashes of Singularity will be Linux native and im looking forward to it.
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Lodium: What did you guys used to play back in the day before you went and became game devs?
Any favorites?
Both console and pc counts.
avatar
ScottTykoski:
Hey Lodium!

I grew up a console kid, so my top games were probably Final Fantasy II (4), Super Mario 3, and the original Legend of Zelda.

Oh, and I loved Civ1, but mostly to explore and build up my empire. I always lost. At some point I'd be looking for new continents in my canoes when Abe Lincoln would take me out with his bombers. Always had fun though...which is actually one of my favorite parts of SK. From my experience, it's a game where you enjoy even you lose.
Oh yea. Civ was one of my early favorites as well.
avatar
pshaw01: I do this because I love making games! Games enable you to challenge and emotionally engage with your players in ways impossible in other media. I am very interested in finding new ways of engaging with players. Also, I enjoy challenges and making games forces you keep up with evolving technology and markets.
avatar
Lodium: What is the most challinging thing you have worked on so far?
Any story you can share of late shifts in the office or some funny story related to this?
For me, I started working 2D PC titles and then transitioned 3D console titles. I was technical artist then, which meant I had to understand both art and programming side. Back in the early 2000's, the 3D technology was not very....friendly and my job was to make it more friendly to both groups. Had to pick up a lot of tools, math, and script skills in a short amount of time.

As for stories, I am a morning person and on the same project I used to arrive at the office around 5am every day to get some work done before anyone else showed up. One my best programmers worked late and had a goal to leave before I got in every day. We overlapped only once :)

Post edited January 15, 2016 by pshaw01
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Lodium: What do you think about the indie scene and where do you think the industry migth be heading the next few years?
Is there any ideas from indie games that you wished were used more in bigger productions?

Hi Lodium!

I'm a HUGE fan of the indie scene, but I worry it's not reaching it's potential. When that fire was lit with Braid, Super Meat Boy, the Behemoth games, etc., it felt like we'd finally see all these new untapped ideas brought into fruition. If the AAA guys couldn't do something, here were devs that COULD do it.

Unfortunately a lot of the games coming out from the small teams are still playing it safe (rehashes of gameplay we've all experienced). Of course for every 100 re-skinned SHUMPs, you have something fresh, so I guess that's a pretty good ratio :) I just wish those diamonds had more room to breathe.

RE: Indie Ideas
Indies have to work SMART, so it's always cool to see how they do more with less. Instead of hyper realistic mudboxed models with 20k polys, you find visual styles that distilled down to shape and color. That simplicity lets the gameplay shine through, and when it's gameplay that hasn't been explored before, there's nothing more satisfying!


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Lodium: What is the most challinging thing you have worked on so far?
Any story you can share of late shifts in the office or some funny story related to this?

My most challenging project was Elemental:War of Magic. Coming off of the hugely successful GC2 series I totally underestimated what we were attempting. Many lessons were learned from that project, unfortunately none of them funny ;)
Post edited January 15, 2016 by ScottTykoski
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Lodium: What do you think about the indie scene and where do you think the industry migth be heading the next few years?
Is there any ideas from indie games that you wished were used more in bigger productions?
avatar
ScottTykoski:
Hi Lodium!

I'm a HUGE fan of the indie scene, but I worry it's not reaching it's potential. When that fire was lit with Braid, Super Meat Boy, the Behemoth games, etc., it felt like we'd finally see all these new untapped ideas brought into fruition. If the AAA guys couldn't do something, here were devs that COULD do it.

Unfortunately a lot of the games coming out from the small teams are still playing it safe (rehashes of gameplay we've all experienced). Of course for every 100 re-skinned SHUMPs, you have something fresh, so I guess that's a pretty good ratio :) I just wish those diamonds had more room to breathe.

RE: Indie Ideas
Indies have to work SMART, so it's always cool to see how they do more with less. Instead of hyper realistic mudboxed models with 20k polys, you find visual styles that distilled down to shape and color. That simplicity lets the gameplay shine through, and when it's gameplay that hasn't been explored before, there's nothing more satisfying!
For me personally, it' becoming harder to sort the good indie titles from random shovelware. I used to have a regiment of playing three new indie games per week (usually the weirder the better) but it's getting harder to find the really interesting ones.
high rated
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Lodium: Hey, concept art is always interesting.
Please do.

Digging now...here's some early art for the SK forces.
Attachments:
swarg.jpg (107 Kb)
urxen.png (133 Kb)
Post edited January 15, 2016 by ScottTykoski
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ScottTykoski: If anyone is interested, I can dig up some of that old concept art to post here...it's just collecting dust on a drive somewhere and I'd love to show it off :)
Please!!!!
And thanks for such an awesome answer! ;)

edit: you just did! Thanks, mr. Scott! Amazing art, wow!
Post edited January 15, 2016 by vicklemos