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We dive into Nightdive's head to retrieve some juicy System Shock info as we celebrate the campaign's successful completion.

UPDATE: Good job, fellow meatbags! Not only is the <span class="bold">System Shock</span> remake happening, but, thanks to you, it's shaping up to be all kinds of spectacular. The Kickstarter campaign recently reached its end but not before hitting some pretty big stretch goals along the way, including additional content, languages, and platforms. Congrats to Nightdive and to everyone who helped them get the System Shock remake off the ground and into orbit around the deliciously twisted corridors of Citadel Station.

It was only five days ago when we sat down and spoke with Nightdive about their vision and now, with the campaign finally done, the discussion we had is more relevant than ever.

Enjoy!

Re-touching the sacred totems of gaming can be a thankless endeavor and yet Nightdive are in the business of doing exactly that: salvaging and re-introducing beloved classics to today's audiences.

With System Shock, however, they are confidently going the extra mile and we secured some time with Stephen Kick, the studio's CEO, to talk about the particulars of the ambitious project and how fans' expectations fit into the grand scheme.

How did you choose System Shock for a remake?

Once we had acquired the rights to the System Shock franchise we worked with a SystemShock.org modder to create the <span class="bold">Enhanced Edition</span> we eventually released on GOG.com. What they were able to accomplish was nothing short of amazing - with the addition of mouselook, higher resolution support, and some bug fixes we knew the game would be much more accessible to a wider audience, but at the same time we began to recognize the potential for creating a remake from the ground up. The game design, narrative, and pacing all withstood the test of time and we knew that by translating those timeless features into a new engine and recreating the iconic look of Citadel Station within it we’d have something very special. We started with a simple prototype to experiment and once we began to revisit the enemies we brought Robb Waters (the original concept artist) on board to breathe new life into his oldest creations. Momentum started to build and it was decided that remaking the entire game would be the next evolutionary step for not only System Shock, but for Nightdive as well.

Apart from the visual and technical upgrade, what element of System Shock are you most excited to re-touch?

I think the greatest obstacle new players have when first experiencing System Shock is the amount of information thrown at them from the very start. You enter your name, select a difficulty level and bam! You’re hit with all these red boxes covering the screen with descriptions of each area of the UI which is also taking up 75% of the screen. Going back and streamlining that experience and introducing the player to each of those elements in meaningful ways that’s conducive with the overall design is what I’m really excited about. It’s going to be a huge challenge to make all the various systems that are integral to the experience easy to understand and access, but once we solve that problem the player will be able to focus on the game itself from the outset instead of that initial feeling of being overwhelmed with information. I’m also very excited at the potential of adding new, never before seen areas to Citadel Station and re-working and modifying existing areas to make them more believable. I think that’s one advantage <span class="bold">Shock 2</span> has over the original. Many of the decks on board the Von Braun feel like lived-in spaces where the crew existed and went about their duties before tragedy struck. I really want to bring that sense of depth and atmosphere to the many locations on board Citadel Station.

Gamers are concerned that the ambitious stretch goals will add stuff to the game which will somewhat change the original's DNA. What's your take on these additions, as well as the feedback?

These proposed changes to the existing foundation of the game won’t alter the experience in a dramatic way - for example we want to make sure that the roleplaying aspect of the game comes naturally to the player and that we don’t force them to choose a role from the outset like in Shock 2 and have that dictate the experience. They should feel free to experiment with the mechanics in the game and not feel penalized for a prior choice should their play style evolve and change throughout the game. If you want to take a more stealthy approach and focus on hacking and avoiding combat our system will reward you for that and make you more proficient in those skills. It’s more of a behind the scenes approach that won’t take you out of the game for an extended period of time, forcing you to think about where to put skill points. As for the feedback, it’s justified. As soon as you start talking about messing with the formula of a beloved franchise you can see the torches being lit in the distance. We want to add our own unique touch to the game, but it won’t in any way violate what’s been established or change the basic foundation of the game.

The head of Kickstarter's gaming department recently said that "Kickstarter fatigue only lasts until someone sees their favorite game pop up". Was that ever a concern for you, that people are done with Kickstarter?

Ever since Double Fine launched their Kickstarter I thought there was endless potential for crowdfunding and it’s been very interesting watching the scene evolve over the years since then. It has gradually become a tumultuous place where backer confidence and patience has been severely tested which was something I was completely aware of when considering Kickstarter as our fund raising platform. I knew we’d have to do something different in order to rebuild that confidence and show that we weren’t just talk, so we did what any serious developer looking for funding would do - build a <span class="bold">demo/prototype</span> that would show our understanding of the IP and prove that we’ve put some skin in the game and were ready to start development. This wasn’t just an idea, it was real, and you can play it right now before you even consider backing the project. I think this was the key towards our success and I think future Kickstarters will have to consider releasing a demo to the public before asking for funding.

How do you feel about fan response to the announcement and subsequent success of the Kickstarter campaign?

It’s been pretty amazing - I think the most fascinating thing for the team has been watching the hundreds of videos that started appearing on youtube of people playing the demo. The general consensus has been overwhelmingly positive and that’s really motivated us to go above and beyond as we get further into development. We reached our $900K goal in a very short amount of time and what else can I say? We’ve been overwhelmed by the support we’ve received and can’t wait to deliver an experience that captures the essence of what made System Shock so revolutionary. The Kickstarter campaign isn’t over quite yet, but once it’s done the real fun begins :)

Big thanks to Stephen Kick for the thoughtful tidbits and congratulations to Nightdive on the successful campaign!
Post edited July 28, 2016 by maladr0Id
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ReynardFox: I really dislike these "buy everything or no full discount" type of sales. All I really want (on a whim mind you) is Strife and Eradicator but I'm penalized for that. Why must I buy 5 games I have no interest in just to get two?
You might be surprised and like some of the others. I loved "Necropolis" back when I played it years ago and could never get D to run, so there could be some joy there depending on what you are into.

That said I've already bought them so picked up just one game.
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ReynardFox: I really dislike these "buy everything or no full discount" type of sales. All I really want (on a whim mind you) is Strife and Eradicator but I'm penalized for that. Why must I buy 5 games I have no interest in just to get two?
It's called a deal. They are quite a common thing. I'd call this deal a steal. You aren't penalized and there is no "must." Geebus.

oh and....EXCELLENT sale!!!! I was a bit disappointed I was going to miss them all because of funds, but, I got some birthday cash early and was able to grab them (the only one I had was Noctropolis, but I got another anyway because it was so cheap!) I've no interest in Timelapse, but, I'll just donate it to TCGA.
I'm definitely out of luck on the source code stretch goal. Oh well. System Shock on the Dreamcast was never meant to be. :)
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fish_lx: how interesting...

but did you realize that Turok isn't showing up in the sales list?
I noticed that as well.

It is on sale though for -50% off.
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ZaineH: I'm definitely out of luck on the source code stretch goal. Oh well. System Shock on the Dreamcast was never meant to be. :)
Just at the end of the 24 hour livestream it was confirmed that the source code for the original System Shock would eventually be released in one form or another, reaching the stretch goal for it would just mean that Nightdive would try to make the source code more compatible with modern compilers instead of just only giving us the original backups and wish us luck at making any sense of that without any access to the in-house development tools.
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ZaineH: I'm definitely out of luck on the source code stretch goal. Oh well. System Shock on the Dreamcast was never meant to be. :)
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JAAHAS: Just at the end of the 24 hour livestream it was confirmed that the source code for the original System Shock would eventually be released in one form or another, reaching the stretch goal for it would just mean that Nightdive would try to make the source code more compatible with modern compilers instead of just only giving us the original backups and wish us luck at making any sense of that without any access to the in-house development tools.
Very good, I was afraid it would never see the light of the day when that stretch goal wasn´t met.
Very good news for the community.
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ReynardFox: I really dislike these "buy everything or no full discount" type of sales. All I really want (on a whim mind you) is Strife and Eradicator but I'm penalized for that. Why must I buy 5 games I have no interest in just to get two?
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drealmer7: It's called a deal. They are quite a common thing. I'd call this deal a steal. You aren't penalized and there is no "must." Geebus.

oh and....EXCELLENT sale!!!! I was a bit disappointed I was going to miss them all because of funds, but, I got some birthday cash early and was able to grab them (the only one I had was Noctropolis, but I got another anyway because it was so cheap!) I've no interest in Timelapse, but, I'll just donate it to TCGA.
I'm gonna have to side with ReynardFox on this one; I really don't like being saddled purchasing games I'd never play (& there's plenty in my back catalogue) to maintain a sale price on anouther item.
I'm intelligent enough to break down the increased price over the lowered sale price buying singly to realise such sales don't provide value to me as a consumer
Now if the balance was different say a high enough special like 80% off with few extra titles thrown into the mix it would be more beneficial to both GOG and it's Customers and let me explain why.
1) More people would be less hesitant to buy. There is an old maxim in trade that goes like this 'half the price and triple the profit'; it means the return from being able to offer things at a cheaper price point are usually larger.
2) Less decrease in the value of the sale. If the increased cost of purchasing games you would not otherwise purchase raises the sale price of the 1 maybe 2 that you're interested in equating to lowering the single unit special price to 50% (something a consumer can easily see and so naturally where they round their value proposition to) then consumers rightfully become less interested as a single on sale item can usually be found at 60% off unless it's a triple A just released with an obligatory 10% off. As in people stop seeing it as a sale and more of a scam undermining the confidence consumers have in being able to get a good deal at GOG at fairly intervals and as such eroding consumer spending as their interest wanes.
3) More exposure of lesser titles. You'll never sell an absolutely crap title (like the vikings expansion to mount & blade that completely breaks the original base game), the best you can hope for is for it to sit on someones shelf unused. For titles like Bad Mojo that are weird, but interesting though less embraced titles having a smaller number accompanying the title that will be instantly played the moment it is bought gives it more of a chance to have it's game play read from it's reviews and subsequently a higher chance of being the one given a try once the consumer gives their latest purchase a break.
4) less titles in a pack means less unwanted additions, which I'll explain using simple fractions.
In a pack of 4 even if the other 3 are a complete waste of time purchasing the amount of the sale that has value is 1/4th (25%), the amount not 3/4ths (75%).
If there are 8 titles and 3 are atrocious, and 4 you couldn't really give a rats basing your decision as to whether 1/8th (12.5%) of the titles plays a large enough role (value proposition) in the decision to buy; obviously 7/8ths (87.5%) of the titles are seen to be wasting your resources on.
To be fair you can consider those 4 extra titles to be in a 50-50 split as to whether by virtue of the fact they too are cheap that they 'might' be interesting and as such may eventually be played and as so count 2 for and 2 against;
thus making it 3/8ths (37.5%) verse 5/8ths (62.5%).
In the former example 3 titles you don't want are being deliberated over; in the latter 5 and it would only get worse from there as titles you are not terribly concerned about continue to be things that do not sway your opinion and as such only add additional units you are unlikely to play, but 'may' be titles others inspire you to give a chance.

When you look at that statement it's obvious that first and foremost they should be treated as a negative value propositions and thus lowering the original 1/4th value of a title to 1/8th and such halving (1/2) the perceived value of the sale price of the best title at the very least; but I digress.
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MaceyNeil: ...
I donated the game I didn't want to The Community Giveaway.

Your arguments are flawed by greed and entitlement, I don't have the energy or time to detail why for you, just know that it is, and you should quit whining about games that are on sale just because your taste in the games didn't let you save as much money as you'd like. I'm fucking poor, but you sound cheap and greedy.
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MaceyNeil:
That's your view but it is definitely not unanimous. I for one do not share it.

The way I see it, if I like a set of games so much that I decide I would buy them 60% off and they come up for sale 80% off bundled with a game I wouldn't buy (thus paying a price that is equal to 60% off the games I actually want), I am not being ripped off. I 'm just buying those games at the price I decided they were worth and getting the other game for free.

Or in other words (since I think my previous explanation might be confusing): Would you consider [Game A] + [Game B] to be worth 10 dollars? If so, [Game A] + [Game B] + [Game C] is at least worth that much.

I also see some advantages on getting those "free" "unwanted" games. First, because I might end up liking it, supposing I just didn't want it because I didn't know if it would be good enough to warrant its purchase. Second, because even if I don't enjoy it someone close to me like a relative or girlfriend might, and I consider I paid nothing for that. Third, if I really don't want it in my shelf I can buy the bundle as a gift and not redeem that game, making it possible to donate the game or trade it. Fourth, even if I wouldn't play it I can put it in my shelf to be certain future bundles in which it is present again will be more attractive.

In the end, what I wanted to say is: Just ignore the f*ing percentages and focus on how much your purchase is worth. If it costs less than what you would want to pay just buy it already!

Edit: danm typoes snaekng on me!
Post edited July 29, 2016 by joppo
I ended up backing the game on Kickstarter. Has been a while since I backed a project there. Guess i was fatigued by the number I had backed in parallel that I'd just lost track of due to time constraints.

Shame we didn't reach the Orchestral Soundtrack stretch goal, but $150,000 short is a fair way off that goal. Hopefully the soundtrack is still good (I backed for a copy of that). Though it would probably just go in my FLAC to process pile which is in 100's of GB now.

I've discovered that the more you buy the more time it consumes. I'd have so much more time If I just went cold turkey on buying stuff.
Doh! I missed the Kickstarter window, but I see they have a "Donate via PayPal" button on the Kickstarter page. Does anyone know if they'll still be offering the tier rewards to people who donate?

I suspect no, since those are for Kickstarter backers, but just thought I'd ask anyway. :p
A good looking game and a poorly run KS campaign. Devs ignored backer questions both in KS comments and via personal message and instead spent their time fielding questions on social media and doing livestreams. I was one of those who dropped to a minimum pledge from a much higher tier due to lack of confirmation of what we'd be getting, and the whole thing gave off a bad vibe. However, I stress that was the KS game, and I have little doubt the game itself will not be good. Just disappointed the devs didn't look after those they wanted to give them money better.
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ZaineH: I'm definitely out of luck on the source code stretch goal. Oh well. System Shock on the Dreamcast was never meant to be. :)
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JAAHAS: Just at the end of the 24 hour livestream it was confirmed that the source code for the original System Shock would eventually be released in one form or another, reaching the stretch goal for it would just mean that Nightdive would try to make the source code more compatible with modern compilers instead of just only giving us the original backups and wish us luck at making any sense of that without any access to the in-house development tools.
That's good to hear! I'll be looking forward to it.
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pidgeo5: Doh! I missed the Kickstarter window, but I see they have a "Donate via PayPal" button on the Kickstarter page. Does anyone know if they'll still be offering the tier rewards to people who donate?

I suspect no, since those are for Kickstarter backers, but just thought I'd ask anyway. :p
The donate button doesn't seem to be working for the time being. It might do so later and there will be tiers, but they won't be the same as on Kickstarter.
cool