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We're done! For now...

The Q&A is finished! Thanks everyone for joining in, being great, hanging out, and a huge thanks to the awesome team behind Victor Vran.

There have been fantastic questions, in-depth answers, and some great news as well! There's plenty to take in - if you missed the main event, read up a sample below or just see the full thread. Stay tuned for more Developer Q&As in the future!






JustMaku: Why’d you call the game Victor Vran? Is there significance behind the name? (Unless that’s a major spoiler.)

"Hmmm… There are several different answers, all of them containing a snippet of truth. We loved the sound of the name, we were gloating about the idea how the English-speaking voice actors and players would try to say it, Victor is meant to be victorious, Vran means several things in several different languages that we all wanted to add to the background of the character… The rest is spoilers, my good chap!"

Selsius: Can we expect more weapons (greatswords, fist weapons)? I know one DLC with a spell book is coming.

"We definitely want to bring more weapons to Victor Vran and we have many ideas. The Tome (a spell caster type weapon) will be the first addition to Victor Vran's arsenal. The expansion will also add new weapons, but we will talk about them a bit further down the line. But we also want to hear what weapons and play styles you, the players, want to see in Victor Vran.”

stubbie: Any plans to implement a hardcore difficulty setting?

“We have "hard" mode already, in which you have all 5 Hexes turned on from the start of the game. Also, all monsters are slightly, sadistically stronger than their 5-Hex-versions. Of course, we aren't heartless and we allowed you to accept defeat by manually deactivating the hardcore mode for your character PERMANENTLY.
And if you don't feel challenged enough, we have an achievement to complete the story without dying even once. Do this in hardcore mode, please.”

gunshellmav: Would you say there are any books or stories that influenced the development of this game? If so, what are they?

“Too many. Not only books and stories, but also movies and TV series. Also, poetry. Lots of it. Examples include "Supernatural", classics like Bram Stoker's "Dracula", things like Batman - and then enter Yeats and Poe, even a bit of Nietzsche. As you can see, it's all over the place. So were we!”







Our guests:

BOYAN (Lead Designer, BoyanD): “My love for games got me into game journalism and later I co-wrote the second Bulgarian tabletop roleplaying systems.”
-- Worked mainly on combat, monster design and bosses for Victor Vran
-- Also worked on the Tropico series, Omerta, The First Templar & more
-- He’s a huge fan of Guild Wars, board games, and card games

MOMCHIL (Designer, uncle_quenchy): “I create content that would make the average gamer cry in frustration and throw his PC out of the window”
-- Loves his job in game design
-- One of his favorite games is Bad Rats. Least favorite is sports.
Post edited July 27, 2015 by Konrad
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Kristian: Are you aware that the licenses of the Steam runtime and every single component of it allow you to use the Steam runtime with the GOG version of the game without any problems?
Thanks for the info Kristian. I will forward that to our programmers :)
Not sure if considered offtopic or appropriate considering that this is gog (=pc) but any chance of this game appearing on the consoles?
Hello,

Have you some news about the Japan localization ?

Can we expect more weapons (Great sword / fists ...) ?. I know 1 dlc come with spell book.

Is the number of futur dlc already fixed ? Can we expect more dlc (to cover the lack of PvP content for example)

Cheers,

Selsius
a question for Boyan how did it compare working on victor vran compared to the first templar.

which is a great game to be brought to gog. please
high rated
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mrkgnao: Hello,

Thank you for the opportunity to ask questions.

1. Why is the GOG exclusive key one-time-use only?

2. Why aren't all treasure hunts available offline?

3. Are the treasure hunts also one-time-use only?
Hi mrkgano,

1. The Gift of Gear grants a medkit unlimited consumable. We didn't want people to abuse this by creating multiple characters and transmuting a Superior Medkit. However you can share your gear with other characters through Private Stash.

Also I'd like to point again that we'll change the Gift of Gear in the next update so it drops without the need to go online.

2. We designed Treasure Keys (Bounties and Treasure Hunts) as a community building feature. We wanted people to go and share them with friends (both new and old) and go treasure seeking or hunting monsters together.

3. You can get multiple treasure hunts and bounties either via a drop or by typing in a treasure key from a friend. Each treasure hunt and bounty chooses 3 to 5 of the world map locations and activates treasure clues/elite monsters chosen at random on that map.
Hello!

Could you briefly outline key differences between this game, and other ARPG's like Torchlight 2, Diablo 3 and Van Helsing? What makes this game unique?
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BoyanD: The DLCs will be available on GoG as a separate download. They shouldn’t require online activation.

Also I have a bit of good news we will change how the GIFT-OF-GEAR is obtained with the next big update. It will drop when you enter the Hub without any need to connect to our online servers.
That is good to hear about both the future DLC and the gear gift. Thank-you.

As mrkgnao already asked. Will the treasure hunts also be tweaked to work off line too (using the codes or even the drops) or will that remain part of the online side.
Hi,

I just wanted to ask, why? Why must you and GOG make it so easy to take my money from me?

Here! Have my money! My money is now your money! I wanted this game since it was in early access, but I am so glad it came to GOG too, and that I can buy it here.

So have my money! I hope you are happy!
:-)
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gunshellmav: Would you say there are any books or stories that influenced the development of this game? If so, what are they?
Too many. Not all of them are directly related to the story or setting, as we were inspired by the way certain artifacts conveyed their messages to their audience. By "artifacts" I mean not only books and stories, but also movies and TV series. Also, poetry. Lots of it.

Examples include "Supernatural", classics like Bram Stoker's "Dracula", things like Batman - and then enter Yeats and Poe, even a bit of Nietzsche. As you can see, it's all over the place. So were we!
Does Victor Vran really have a secret cow level? Any tips?
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andreiv72: a question for Boyan how did it compare working on victor vran compared to the first templar.

which is a great game to be brought to gog. please
Thanks for the great question, andreiv72.

In a way The First Templar is the foundation on which Victor Vran was built. We learned a ton of things while creating The First Templar especially about what makes a good combat system and how to provide players with a solid control scheme. We also learned a lot on how to create and script enemy behavior.

Fun fact - over 4 and half years ago when we started Victor Vran it was a 3rd person action adventure. But then we began to experiment with the combat system allowing dozens of monsters (at that time only spiders) to swarm you at the same time.

At one point our lead level designer decided to do an experiment with the camera and pulled it up to an isometric view. That was were Victor Vran began to take its current form.

As for bringing The First Templar to GOG.com unfortunately that is not up to us, but I will try to pass it along :)
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undeadcow: Does Victor Vran really have a secret cow level? Any tips?
Practice your milking skill? :P
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undeadcow: Does Victor Vran really have a secret cow level? Any tips?
No but we may or may not be working on a secret pumpkin level :)
No questions, just wanted to thank you for both the game and for bringing it here to GOG.
Enjoying it quite a bit, and as a bonus I now have a better idea of who to send frustration-fueled rants to once hard mode starts kicking my teeth in fully. =)
Post edited July 27, 2015 by CarrionCrow
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Luned: Looks like my earlier post got eaten by GOGBears. This is a question for Boyan:

It's easy to see how your love of card/board games influenced the design of Victor Vran. What lessons about game design did you learn from working on a simulation game like Tropico, and did any of those lessons transfer over into Victor Vran? (For example, did working on Tropico influence the way Victor Vran's in-game economy is set up?)

(Edit for typo.)
Hey Luned,

I love card games. Currently I'm a huge Netrunner fan. I'd say that many card game mechanics influenced our Destiny Card system. At one point we even called the slots your "hand" and equipping/unequipping "drawing/discarding" but it was a bit confusing. Many destiny cards have card game style mechanics such as thee Wildcard/Saint/Devil which count the number of equipped cards. The Fool which looks kind of useless but can be used to combo with these cards. Also we tried to make sure that there are many different combos built into the destiny card system.

One thing that Tropico thought us is that story and atmosphere matters even in a genre where story is often glossed over and even skipped entirely. With the help of a good story and some fun characters you can create a great atmosphere and draw players into the game world.

Also we were able to transfer our chicken scripting skills and modify the simple shack chicken into a powerful weapon of destruction to be launched from our brand new Chicken Cannon.

A bit of humor is always important :)