It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Like a true survivor.

Trying to tell an affecting story about a family of castaways through a survival/management game is quite the balancing act. Dead In Vinland dared to tackle it and the studio's co-founder Matthieu Richez talked to us about how they managed to pull it off.




Hi Matthieu. To start off, please introduce yourself in a few words.

I co-founded the dev studio CCCP 13 years ago. We're mainly known for educational games (serious games), but we've always developed games. In recent years I decided I wanted to take the company in a new direction: Now we develop games we like to play ourselves and work more like an indie studio with no constraints. I am Lead Game Designer on these games.

How would you describe your day-to-day work in a few words?

I split my time between studio management (as little as possible :wink:) and on game design for our games. It's actually very varied: I can spend a day writing dialog for a character or designing a new system for the game or answering questions from graphic designers/programmers; or I could be doing paperwork, profitability tables, managing partners, etc.

Where does your love of survival games come from?

Hmm, well I like two elements of these types of games: careful management of sparse resources and the difficult choices you have to make, and how character relationships evolve in an isolated situation. One of survival's assets is that it's fertile ground for creating memorable stories, which are written or conveyed by the gameplay. But I'm not really a die-hard survivalist, even though the prospect of hiking in nature with just a backpack on appeals to me more and more these days :)

What were your references for Dead in Vinland, for the atmosphere, world and game design?

It wasn't particularly straightforward. We were somewhat inspired by our previous game, Dead in Bermuda. During production we read Vinland Saga a lot, and I know that it was a great source of architecture and Viking gear reference for our AD because the manga series is well-regarded for being historically accurate. I was told after the game released, but for certain characters and the dialog tone I was perhaps subconsciously inspired by the Kaamelott series by Alexandre Astier and by the many Terry Pratchett novels I read when I was young. We were also inspired by Darkest Dungeon for the combat, especially in terms of animation techniques because the mechanics are quite different if you study them.

In terms of game design, what was the most difficult aspect in Dead in Vinland?

We added a lot of layers to the management, and the most complicated aspect is that all the gameplay elements — and even the dialog — have an effect on each other. For example, making the combat easier will mean that the player will have more loot, and that his characters will be less injured, and so they won't necessarily need to be healed, so they can go and find more resources during the day… Basically, changing a single value somewhere can have huge repercussions throughout the game. And to evaluate this, we needed to do several days of test sessions. I remember in the last week before release, I increased the chances of contracting certain diseases by 1%, and it made the game totally unplayable!

What was your biggest challenge?

Well, I admit that we took on a bit too much for Dead in Vinland. I didn't want to have any regrets, so I wanted to put all I could in the game, but we ended up having to cut at least four characters and some features to make it manageable. We started production with three people and I had thought we'd manage to complete the game with three, but ultimately it needed 10 developers to complete the game on time (we also had to delay release twice from the original planned date). In terms of writing in particular, I needed three additional game designers for support. We completely underestimated the workload, but we somehow did it in the end.

How did you use randomness in Dead in Vinland and why?

Hmm, given that Dead in Vinland is "quite hard" where players often need to start again, we needed to have randomly generated elements to ensure there was fresh interest for new games. We also used randomness to simulate reality: When you go fishing with a piece of string on a stick, you might manage to catch lots of juicy fish, but return empty-handed the day after. If there were less randomness, the game would be like an enormous puzzle with one solution. In fact, there is no perfect solution: Just like in survival situations in the real world, you don't know what will happen, and you have to adapt to whatever fate throws at you :) We also see randomness as a way to generate challenges for the player without a linear script. As a player, I tend to prefer automatically generated challenges through procedural generation than a completely scripted quest, which may be really well-structured but is ultimately "single use."

How did you go about testing the balance of the game?

With difficulty! x) There was a crazy month when I would be tuning and adjusting settings in the day and then testing all night. It was really hard. Our AD also spent a great deal of time on the game, so we would discuss it. And we asked the whole team — even those who hadn't worked on it directly — to test it with fresh eyes. On the whole, the testing that other people did helped me to see what was too difficult, but I knew that I was also a good judge of the game's difficulty because we wanted a challenging game, and I know that those who play this type of game are enthusiasts who will be even better than the dev team. So, I basically balanced it for my "level," then lowered it a tad to make it more accessible.

Have you already learned some lessons from Dead in Vinland? If yes, what?

Oh yes, definitely! We really listen to the community and we read just about ALL feedback from players (which takes a lot of time). So, we try to see what we could do to improve for our next games. One of the biggest lessons I think I've learned is to maintain a certain "clear" consistency between all the game's elements: the name, the AD, the gameplay, the writing. I think many players were expecting a sandbox survival game with big burly Vikings, and so they were a bit disappointed to see that it was more subtle and more narrative than that At a less general level, for the moment I no longer want to place a game in a historical context, it's a lot more work for not a lot more benefit. Be careful with RNG, the more info you give players, the more likely they will be frustrated. Things like that.

Do you have any advice for those wanting to become Game Designers?

Taking a game design course helps a lot because it puts you in a proper team environment and internships that give you your first professional experience. Go to game jams. Write concepts. Make games, even with basic tools like RPG Maker or similar. Try lots of different games, including board games. Try to understand their strengths. Travel. Watch series and movies, read… And take ideas and concepts from them. These days, there's no excuse for not having a portfolio of actual work to show. The tools are out there, you just need to work at it seriously.

Thanks, Matthieu!
How well is this game actually doing? Because, in all honesty, I've seen it on release here on GOG (I visit GOG several times a day, every day, to check for new releases), but it didn't seem all that interesting... and I've been watching ImmersedCimp streaming it on GOGcom's official twitch channel -- he's doing a full Dead in Vinland series --, but, to be fair, I only keep watching because I think the streamer is very entertaining; the game itself is kind of boring, and it's one of the streams on the GOG channel with the least chat activity (not that many viewers, too).

I praise the developers (and Matthieu Richez) for taking a chance and doing the game they wanted to make, but my personal opinion is that the game tries to be a lot of things at once, not really succeeding very well in any of them. Personally, I don't mind RNG, but from what I've seen, I don't think Dead in Vinland manages it very well (streamers I've watched keep saving the game, trying something, and then, if the result isn't to their liking, close the game, relaunch it, play that bit again, rinse and repeat, which I find utterly boring and not fun at all); I'm not too fond of turn-based combat systems, unless they do something really special, which Dead in Vinland clearly... doesn't. I do like adventure games and narrative, though, so that's an aspect this game might be for me. It isn't, sadly. It just isn't all that well-written, and I'm tired of the market over-saturation when it comes to Vikings/Norse mythology/late Germanic Iron Age tribes that seem so "cool" and "manly" and "metal" and "edgy".

I hope this interview helps bring more attention to the game, because honestly, right now, I have no clue as to whom it is geared towards, I see no one talking about it, no one is recommending it, no one even seems to be bringing it up. Does it manage to accomplish any of the things it attempts to pull off better than just "serviceable"? Or is it really as middle-of-the-road mediocre as I perceive it to be? Not really trying to talk smack about the game, just trying to figure out what's genuinely interesting about it. And I do wish the devs the best of luck, because I truly think they need it...
About save scumming -

Story mode is way too long for hardcore mode to be worth it IMO. If the game were tuned more like a survival game with a much shorter game arc and a more brutal RNG, then hardcore would be worth it. Since you eventually just want to be able to win the game, after a few deaths you just want to stop playing Hardcore (stuff goes well, you do something dumb, you lose a 6hr save file due to a wood-chopping night event...). But once you're allowed to savescum, it becomes tempting to overdo it. I tend to savescum much less than the streamers I've glanced at, but still, it's in the meta, so to speak.

I had a few thoughts about how to curb this, and here's my simplest so far: There could be a "chapter mode" (or "waypoint mode" or whatever, not sure what to call it) where you can retroactively reload only on days 14, 28, 42, etc. (while you can still reload the ongoing current autosave). There would be the temptation to delay important/difficult quests until right after a waypoint, but it would be impractical to try to save scum extensively; and it's less obnoxious for a streamer to scum a major plot quest than simply use it to power through the early game. With "chapter mode", if you had a careless death on Day 37, you could still roll back to Day 28.
avatar
groze: I hope this interview helps bring more attention to the game, because honestly, right now, I have no clue as to whom it is geared towards, I see no one talking about it, no one is recommending it, no one even seems to be bringing it up. Does it manage to accomplish any of the things it attempts to pull off better than just "serviceable"? Or is it really as middle-of-the-road mediocre as I perceive it to be? Not really trying to talk smack about the game, just trying to figure out what's genuinely interesting about it. And I do wish the devs the best of luck, because I truly think they need it...
One of the GOG reviews which talked a lot about the plot and character interactions pushed me over the edge. The family dynamics were troubled in some fairly mundane and relatable ways, and it had a fair amount of thought put in.

There is a lot of writing, and it takes around 80-100 game days to finish a full camp's worth of nighttime story interactions. There's not a whole lot to see after farming up as many of the endings as you care to learn about, and usually once you finish a playthrough with an optional character, you've seen about all you need to see from them.

The pacing is sort of slow and I'm not sure it's really worth finishing the whole game more than once, and most of the interesting variations can be seen by postponing important choices so you can reload and see other endings more quickly. This means that you don't get to see every character's plot arc unless you're really committed, but after a certain point you're ready to just Google it.

If you get attached to the story, you can finish. But it starts out hard, and you get through enough crucial upgrades, and eventually you can coast to the end, and the early game is a lot less hard after 3-4 tries. Late in the game, you can't really die, but there are obnoxious stacks of skillchecks (like 54% success at max stats, but you take a hit and retry) standing in the way of progress. The sheer volume of short text adventure quests sort of bloats the game more than I would have liked. I think you eventually do the same set of events every playthrough, instead of getting a random selection from a larger bag - so you're forced to wade through a lot, instead of seeing a selection, having a shorter game, and having reason to replay. With a guide, you could get a list of 30 or 40 that are unskippable for the best endings, while the rest are strictly resource-related. But if you don't know what's what, you just blindly do all of them. Maybe 20-30 hours for a winning run if you're a slow reader. I don't know exactly how long my winning run was.
This a good read, more than what I thought would be a short interview, I have not finish reading the whole interview.

@groze I have played the game demo on steam before the 1.1 patch, I am not sure if they updated the patch accordingly too. I enjoyed it, made me start playing Dead in Bermuda in my library. Dead in Vinland is a big upgrade in mechanics compared to Dead in Bermuda which is more restrictive.

I got distracted while I was playing Dead in Bermuda but certainly looking to play it again. I enjoy Strategy and Survival games. I do not think I'll do well in Dead in Bermuda and at some point, I'll be consulting a guide. I am surprised GOG do not have a Demo of Vinland but give it a try on steam and judge for yourself.

@mothwentbad I am a save-scumming addict if the game allows. I enjoy trying different strategies. As much as I would like to enjoy an extended amount of quality time with a game, there is simply to many games/backlog. Yes, its not an excuse for save-scumming. I actually toned-it down a lot ever since I started watching Twitch and how others play their game.

However, for streamers, for gamers that work long hours. Especially streamers, they wanted to complete the game yet have a good time with it. They cannot simply spent an extended amount of time just showcasing a game, especially variety streaming on GOG. I think losing 2-3 days of game time in that sense will affect them. I read about a less generic mode in the game where it better suits gamers due to different needs. I do not own the game, so you can fill me on that.

It is a matter of choice. Even if you have the option to save and return to an event after your death, you can choose not to. Even if the option is there. However, the Devs have to balance the difficulty and also promoting their game to suit all needs. If the option is not there, then it will be less appealing for anyone with lesser time or patience and generally cast out a group of gamers who read about the difficulty in the reviews.

Regards and Cheers,
Cruse~
avatar
CruseNg: It is a matter of choice. Even if you have the option to save and return to an event after your death, you can choose not to. Even if the option is there. However, the Devs have to balance the difficulty and also promoting their game to suit all needs. If the option is not there, then it will be less appealing for anyone with lesser time or patience and generally cast out a group of gamers who read about the difficulty in the reviews.

Regards and Cheers,
Cruse~
The difficulty isn't that high if you trial and error a little. Half the battle is knowing a good building order, and 1/4 of the battle is knowing how long to wait before recruiting more people. The total ease of save-scumming turns it not into a safety net, but a full-on exploit. You'll see streamers taking a stack of 50% checks when they could have simply waited for level-ups to better the odds and consumables to negate a few tries worth of penalties.

It's fine overall, but I found hardcore too daunting, and softcore way too generous. It doesn't ruin the game exactly, but it does lead to a save-scum meta. The RNG is just a time-wasting mechanism if people are going to scum it for 100% chances instead of rolling with the punches and adapting, and the streamer footage reflects this. I'm convinced the game is very winnable on True Viking + Extreme Conditions, but it's not a popular enough game that we're likely to see footage.
I'm surprised this wasn't mentioned in the interview. Upcoming DLCs - three of them - were announced on Steam a week or so back. I just noticed today:

http://deadinvinland.com/2018/07/05/roadmap/

You may as well wait to buy. One would expect them to discount the base game when the time comes. The third mysterious DLC in Q1 2019 sounds the most intriguing, but we'll see. They say the base game will get free updates in parallel with the paid DLC releases, too.
avatar
mothwentbad: It's fine overall, but I found hardcore too daunting, and softcore way too generous. It doesn't ruin the game exactly, but it does lead to a save-scum meta. The RNG is just a time-wasting mechanism if people are going to scum it for 100% chances instead of rolling with the punches and adapting, and the streamer footage reflects this. I'm convinced the game is very winnable on True Viking + Extreme Conditions, but it's not a popular enough game that we're likely to see footage.
When I played the demo, RNG is bad, it varies a lot. Its things like, depression every night, food is spoiled every night even though there is a 50% chance, more like 70/80% Searching the shipwreck early yield many useful resources and it seems crucial as you need some materials to proceed the story. The quality food from the searches just keep deteriorate too quickly for my liking.

I know the game is patched and it seems to allow players to choose an RNG route or less RNG? I know it is mentioned they took inspiration from Darkest Dungeon but Dead in Bermuda is very RNG and is released much earlier. Not sure if you've played Dead in Bermuda? That is perhaps the game you wish Vinland to be, although it is way more restrictive than Vinland.

Recently, I am playing Smoke and Sacrifice on Steam. Survival RPG, I find the game logical and relatively easy to understand. It took me 46hrs to figure most things out by myself. It does not have the save option readily for you by pressing escape. You need to reach a terminal to save and you may lose hours of gameplay if you are defeated. I once lost quite a bit of progress but I recovered from it. My save scumming habit made me go to the terminals to save often. However it was not abused in this case as I was able to survive sufficiently.

A recent patch, updated the game to prompt saving at stages. I project the game to be much shorter than the time I had spent running around. I am in my 2nd playthrough because I missed a final achievement. I have discussed in the forums actively with to the devs that the game becomes more easy if certain aspects are changed. Perhaps it is because I am used to the genre, as I often play Dont Starve.

The reason was that although I am "proficient" in the game, not everyone is. There are remarks of the game being too difficult to survive. Times have changed, there are too many games out there and most gamers looks for an option for an easier challenge. The devs wanted to cater to a more broader group which was not wrong and I understood.

There are too many games out there, good to great indie titles. Like Vinland, Smoke and Sacrifice however it is also easy to pass them by. To strike the balance, you have to cater the game to the group yet not drifting away from what they hope the game to be.

I like Darkest Dungeon, however its heavy RNG and the rages from streamers turns me away from the game. Its a great game however heavy RNG elements just makes the game a grind. Days gone by are when the few selected games we hold, cherish and spent hours and hours on playthrough. That can be argued but looking at random profiles on steam, its not easy to find people with hundreds to thousands of games but less than 10hrs of playtime each game.

I still say Vinland did well with the changes though I have yet experienced it myself. You on the other hand perhaps in the same position as I am on Smoke and Sacrifice. I actually won Smoke and Sacrifice, due to certain reasons I booted it up and being a completionist, I started my playthrough.

Regards and Cheers,
Cruse~
Cruse - It depends on when you played it and how many patches have changed the balance since then. If the balance used to be a lot harder, then I can't speak to that, because I started about a month back, around 1.10 I think.

In the early game, the shipwreck should be used to get enough food for the night, but not more than that. It will spoil if you fetch too much, and your salvager will get depressed, and you don't have a Tavern yet to offset this. Similarly, text events in the wild that seem likely to yield food can be postponed until you know you don't have enough for the night. Staying close to 0 hunger but not spoiling any of your food helps you optimize early on.

Other than that, the main thing I had to figure out with trial-and-error was to make sure I had Resting Place and Tavern early, right after Lumber Mill but before the Mine. It's useful to upgrade Water Storage in advance of the water tribute. Other than that, the rest of the game is about making sure you have camps to support new people before you recruit too many.

Fishing and cooking really stabilizes your food supply and after that, it's just a matter of staying ahead of Elof. It can be sort of painful grinding to try to build upgrades and still make the tributes, which makes the mid-game sort of interesting.

I got fairly far with Extreme Conditions and felt like I was going to make it, but I got busy with real life and haven't reloaded since. The penalties are somewhat on par with 3 levels worth of the best random traits, so I imagine it isn't too painful in the late game once you get there. I'm curious what wrenches they'll throw at us in the upcoming DLCs.
A question to Matthieu Richez. Were there some difficulties with releasing the Linux version of the game? The game looks interesting, but I didn't buy it because it's lacking Linux release.