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Tags: Stygian Software; Underrail; Underrail: Expedition
With the Underrail: Expedition expansion coming out next week, it's a fine time to publish Diggfinger's interview with Underrail creator Dejan Radisic AKA Styg. The original plan was for Diggfinger to actually visit the Stygian Software office in Belgrade, but that didn't work out. That may have been for the best however, because it gave him time to gather additional questions from the community. It's a brief piece and Styg isn't ready to talk about his plans for after the expansion yet, but there are a few welcome bits of information in here. Here's an excerpt:
Read the full article: RPG Codex Interview: Underrail Expedition
With the Underrail: Expedition expansion coming out next week, it's a fine time to publish Diggfinger's interview with Underrail creator Dejan Radisic AKA Styg. The original plan was for Diggfinger to actually visit the Stygian Software office in Belgrade, but that didn't work out. That may have been for the best however, because it gave him time to gather additional questions from the community. It's a brief piece and Styg isn't ready to talk about his plans for after the expansion yet, but there are a few welcome bits of information in here. Here's an excerpt:
Underrail: Expedition is releasing on July 22nd. Which of the expansion's features are you most excited about?
Not any feature in particular, but I'm very excited to see how people experience the new content as a whole. New mechanics and goodies aside, we put a lot of work in improving the quality of the content itself - the overall world design, dungeon design, dialogs, etc, so I hope that it bears fruit and that the players recognize it. Also, due to how the campaign is structured, players will have a lot of freedom on how and in what order they approach it. Will they side with this or that faction or no faction, will they rush into dungeons, wage war on the natives or maybe just explore the waters on their jet ski? It will be a lot of fun to watch people play the game on the internet.
The original development schedule for Expedition was around six months long, with the expansion slated for a 2017 release. What made you decide to extend development? Was it an ongoing process of adding new elements, or did you underestimate the time it would take to realize your original ideas?
A bit of everything. The project was overly ambitious to begin with and as we started fleshing out all the things we wanted to implement it turned out it'd take a lot more time to implement them properly. At this time we began raising the standards of the content that was being produced so zones started coming with more custom visual pieces, mechanics, lore, etc so it took a lot more time to make them than we originally anticipated.
Also we did a lot of work on the base game, some of which we considered prerequisite to the expansion itself - such as the water areas that connect Underrail and Black Sea. And now that we had those areas, we had to fill them with some content and quests and have this or that faction have its presence there and add narrative elements to support/recognize this… and so forth. We also added new creatures to the base game, fleshed out the difficulty levels, added the global map, which in turn required us to make the game (more) geographically consistent, which required adding more areas… you get the picture by now.
And also, sometimes we just get a cool idea how we can spice up some part of the game and we can't help but work it in, even though we are fully aware that we're being subject to feature creep. In the end I think that, despite waiting, you guys will be the end beneficiaries of our questionable project management.
Are there any major changes in terms of quest design in Expedition? Can we expect more choice and consequence than the base game, or is it more combat-focused?
Those are not mutually exclusive. The game will be as combat-focused as ever and this is never going to change. However, we did improve on C&C aspect of the content as well and also gave the player a lot of freedom on how they will approach the content. They can take an active part in the workings of one of the factions of the Black Sea (expedition or pirates, but not natives) and their conflicts, resolve certain events in favour of one or the other or just keep to themselves and let the factions go at it themselves.
Why did you choose to develop a mid-game instead of post-game expansion? Was it hard to balance it with the content of the base game (ie, ensuring players don't end up with overpowered characters in the endgame)?
It was probably a mistake. If we just made Expedition as a separate stand-alone campaign, I think we could have made it even bigger and saved up a year of development or so. We'd also be free from a lot of lacklustre design and mechanical constraints that are a result of having to keep the entire game world consistent. Aside from improving the difficulty spectrum during the development of the expansion itself, we didn't really do any balancing in that regard, so it wasn't hard at all. We might, at some point, go back to DC and up the challenge there for the playthroughs that went through the DLC. It will be development time well spent, since it's everyone's favourite part of the game.
Not any feature in particular, but I'm very excited to see how people experience the new content as a whole. New mechanics and goodies aside, we put a lot of work in improving the quality of the content itself - the overall world design, dungeon design, dialogs, etc, so I hope that it bears fruit and that the players recognize it. Also, due to how the campaign is structured, players will have a lot of freedom on how and in what order they approach it. Will they side with this or that faction or no faction, will they rush into dungeons, wage war on the natives or maybe just explore the waters on their jet ski? It will be a lot of fun to watch people play the game on the internet.
The original development schedule for Expedition was around six months long, with the expansion slated for a 2017 release. What made you decide to extend development? Was it an ongoing process of adding new elements, or did you underestimate the time it would take to realize your original ideas?
A bit of everything. The project was overly ambitious to begin with and as we started fleshing out all the things we wanted to implement it turned out it'd take a lot more time to implement them properly. At this time we began raising the standards of the content that was being produced so zones started coming with more custom visual pieces, mechanics, lore, etc so it took a lot more time to make them than we originally anticipated.
Also we did a lot of work on the base game, some of which we considered prerequisite to the expansion itself - such as the water areas that connect Underrail and Black Sea. And now that we had those areas, we had to fill them with some content and quests and have this or that faction have its presence there and add narrative elements to support/recognize this… and so forth. We also added new creatures to the base game, fleshed out the difficulty levels, added the global map, which in turn required us to make the game (more) geographically consistent, which required adding more areas… you get the picture by now.
And also, sometimes we just get a cool idea how we can spice up some part of the game and we can't help but work it in, even though we are fully aware that we're being subject to feature creep. In the end I think that, despite waiting, you guys will be the end beneficiaries of our questionable project management.
Are there any major changes in terms of quest design in Expedition? Can we expect more choice and consequence than the base game, or is it more combat-focused?
Those are not mutually exclusive. The game will be as combat-focused as ever and this is never going to change. However, we did improve on C&C aspect of the content as well and also gave the player a lot of freedom on how they will approach the content. They can take an active part in the workings of one of the factions of the Black Sea (expedition or pirates, but not natives) and their conflicts, resolve certain events in favour of one or the other or just keep to themselves and let the factions go at it themselves.
Why did you choose to develop a mid-game instead of post-game expansion? Was it hard to balance it with the content of the base game (ie, ensuring players don't end up with overpowered characters in the endgame)?
It was probably a mistake. If we just made Expedition as a separate stand-alone campaign, I think we could have made it even bigger and saved up a year of development or so. We'd also be free from a lot of lacklustre design and mechanical constraints that are a result of having to keep the entire game world consistent. Aside from improving the difficulty spectrum during the development of the expansion itself, we didn't really do any balancing in that regard, so it wasn't hard at all. We might, at some point, go back to DC and up the challenge there for the playthroughs that went through the DLC. It will be development time well spent, since it's everyone's favourite part of the game.
Read the full article: RPG Codex Interview: Underrail Expedition