Posted July 17, 2021
IsaacCHS: Appreciate the feedback, we decided to go with pre-made characters over custom character creation because we wanted to do more tailored stories and have NPC's react to things like gender, appearance, and race. We've got an indie budget so doing character customization well with enough art assets and the same level of story tailoring we wanted would have been cost-prohibitive.
morolf: Arcanum had a lot of reactivity to race, intelligence etc., but you still could create pretty much any character you wanted, so I don't think that's necessarily exclusive. If you want to create a story-driven game with pre-made characters, that's certainly a legitimate choice, but I think you should be aware that it will limit the appeal of your game, because many crpg players want at least some freedom to create/customize their characters. And to be blunt, appeal will drop even more if you're going with such "exotic" characters like a minotaur or an automaton, because it is far harder to identify with that than with most other pre-made characters like Geralt in the Witcher games.
IsaacCHS: Thanks for your support!
Thanks! We're definitely interested in being on GOG, starting with a Steam page because that's where most of the market is but definitely plans to come here too!
Swedrami: Always good to see devs willing to bring their offerings to GoG, and at this early of a stage at that. Thanks! We're definitely interested in being on GOG, starting with a Steam page because that's where most of the market is but definitely plans to come here too!
Cheers.
IsaacCHS: We're trying to lean in to helping people save scum because we know they're going to do it anyway, working on a unique "save tree" mechanic where decisions auto save and you can rewind and play out alternate possibilities. I found myself save scumming a lot while playing Disco Elysium and this is a feature I would have liked so we're building it in.
Swedrami: Interesting, I assumed that's where the Disco Elysium-influence comes in, but not quite in this way. Was more thinking along the lines of how the fail states would often result in equally acceptable or even more preferable outcomes or open up other opportunities/ways to approach/go about things and you not even wanting to reload because of that.
I guess, me personally I'm also too used to (frequently) failing miserably and getting utterly fucked over by RNGesus without any consolation whatsoever to even consider save-scumming in the first place.
Yes, we're definitely working on interesting fail states and multiple paths to success, multiple endings and all that; want people to have reason to play through multiple times and try different solutions. Part of why we went with three different characters and stories is I really enjoyed DE but after 2-3 playthroughs focusing on different skill specializations it just got repetitive, having more than one character to play in the same world with entirely different story lines we thought was more interesting.
Post edited July 17, 2021 by IsaacCHS