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Interview Our own Cyclopean interview

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,747
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Tags: Cyclopean; Iron Tower

<b>Scott</b> from Team Omega (the new team of <a href="http://www.irontowerstudio.com/">Iron Tower Studio</a>), currently designing a Lovecraft-inspired game called Cyclopean, has answered <a href="http://rpgcodex.net/content.php?id=175">a few our questions</a> about his intriguing project. <a href="http://rpgcodex.net/content.php?id=175">Read on</a>!
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
Nice interview.

Introducing what I call the S.E.D.I.W.P. system – the base stats are: Strength, Endurance, Dexterity, Intelligence, Will, Perception

Dude.

S.W.I.P.E.D.?
 

VonVentrue

Cipher
Patron
Joined
Jul 16, 2007
Messages
814
Location
HPCE
Divinity: Original Sin Wasteland 2
Alert readers will note there is no Charisma stat. Cyclopean will gauge a player’s performance in dialogue on a hidden Respect slider. An initial Respect score will be set based on the NPC’s general disposition and the player’s appearance and Background if appropriate. From then on, player questions and comments will influence the NPC’s Respect rating, which in turn influences the amount the NPC will reveal and determine his level of cooperation. A low Respect rating could result in withheld information, misinformation, or being attacked.

Interesting, fairly refreshing design decision; I'm not entirely sure I would ever like such system to become a trend in cRPGs though, despite the fact I'll most probably end up growing accustomed to it quickly.

Brother None said:
Dude.

S.W.I.P.E.D.?

Amusing.
 

Azael

Magister
Joined
Dec 6, 2002
Messages
4,405
Location
Multikult Central South
Wasteland 2
Well, Charisma has traditionally been a dump stat in a lot RPGs, getting rid of it isn't that big a step. Personally, I like dialogue skills, but if Scott manages to make good conversations where the focus is more on what you actually say than passing a skill check, I won't mind too much.
 

dagorkan

Arbiter
Joined
Jul 13, 2006
Messages
5,164
Apart from one the stats are all the same as D&D's. They got rid of Charisma and added Perception, big deal.

Endurance = Constitution and Will = Wisdom

Also I still dislike the fixation on isometric. At best they could take the example of Eschalon and use the lighting system they have in that but it will remain odd.

Also, the timing element. 99% of RPGs time is irrelevant, that's one of the reasons they don't have sleeping which is apparently a big mechanic in this. All I can think of that relatively continually had time be important (not a 'count-down') is some of the Arcanum quests. So basically they are really going to have to revolutionize RPGs in another way
 

dagorkan

Arbiter
Joined
Jul 13, 2006
Messages
5,164
Introducing what I call the S.E.D.I.W.P. system – the base stats are: Strength, Endurance, Dexterity, Intelligence, Will, Perception. There are nine available Skills (Mechanics, Mind, Deceit, Medicine, Arcanum, Physique, Clubs, Blades, Guns). Skills will range in value from 1-100, and maybe slightly higher, over the course of the game. The player earns a fixed number of skill points to spend each level-up. With skill points, you may purchase straight Skill increases, or Traits, which are special augmentations or rules tweaks. A Trait requires at least 25 points in its parent Skill. More advanced Traits require a higher Skill and sometimes have other prerequisites. Traits that are learned through study, like Pick Locks, require the player to access a library to purchase.

Examples: With a prerequisite of 50 in Deceit, you can purchase Forgery. If the player has access to a writing desk and writing materials, he can forge signatures and other documents to forward his agenda. With a prerequisite of 50 in Mind, you can purchase Mesmerism. Mesmerism allows the player once a day to assist an NPC to recover lost Sanity, as well as opening up dialogue options in applicable situations.
Another example of Fallout fanboyism, re-introducing one of the worst game design flaws of that game which was skill thresholds. Don't do it. Attribute/skill benefits should be as gradually progressive as possible, otherwise you get is spreadsheet porn for nerds.
 

Zeus

Cipher
Joined
Apr 25, 2008
Messages
1,523
the S.E.D.I.W.P. system – the base stats are: Strength, Endurance, Dexterity, Intelligence, Will, Perception.

Just a suggestion: How about an acronym we can actually pronounce?

All you have to do is rearrange the stats to: Will, Endurance, Strength, Dexterity, Intelligence, Perception.

"The W.E.S.D.I.P. System" sounds a heck of a lot better to me. I realize that traditon is to list Strength first, but considering this is a Lovecraftian game, I think it's about time we put more emphasis on Wisdom.

S.E.D.I.W.P. is damn impossible to speak aloud. The best approximation one can make is to grunt, bark, or cough the imperfectly formed syllables.
 

Chefe

Erudite
Joined
Feb 26, 2005
Messages
4,731
Woah, the Codex has original content? Amazing.

"Compared to Lovecraft, Stephen King is like your grandma reading a scary bedtime story."

King is like that anyways, except my grandma actually gave her stories an end.

"A starting character will have a Sanity score of somewhere between 50 – 100. As conceived right this minute... (continued)"

It may not be this way, and I trust the guys who are associated with AOD, but this sanity seems like an annoyance... similar to the good old classic poison. The fact that it can cause you to lose physical control of your character without any (apparently) interesting drawbacks, is something I would not enjoy experiencing.

"There will be no special quests for insane characters..."

HUGE mistake. There is so much potential here for true chaotic neutral. This incredibly interesting path is hardly ever explored. The Corrupted state sounds like a generic RPG gimmick. Actually, it sounds like Heretic Kingdom's dream world but with a forced vampire-type path.

"I’ve already had some good suggestions, like a constantly diminishing Sanity resulting from lack of proper sleep, which would lead to hallucinations."

Go with this. We always get to send apparations at the monsters. It would be interesting to be on the receiving end. I can imagine walking up to a character and entering conversation, only to have an NPC walk up and engage me, asking why I was talking to myself.

"Introducing what I call the S.E.D.I.W.P. system – the base stats are: Strength, Endurance, Dexterity, Intelligence, Will, Perception. There are nine available Skills (Mechanics, Mind, Deceit, Medicine, Arcanum, Physique, Clubs, Blades, Guns). Skills will range in value... blah blah blah"

I thought all the skill acronyms were a Codex joke on Bethesda's bastardized SPECIAL system. Anyways, I mostly glossed over this while reading. Spreadsheet RPGs usually drive my sanity meter down.

"With a prerequisite of 50 in Deceit, you can purchase Forgery. If the player has access to a writing desk and writing materials, he can forge signatures and other documents to forward his agenda. With a prerequisite of 50 in Mind, you can purchase Mesmerism. Mesmerism allows the player once a day to assist an NPC to recover lost Sanity, as well as opening up dialogue options in applicable situations."

Now you're just outright stealing from Bethesda. The Oblivion perks, the once-a-day birthsigns? How about instead of the player trying to run out there and farm exp (however this is handled) to get the extra couple of points so they can gain the arbitrary level required to forge signatures, allowing them to use forgery through the entire course of the game, gradually becoming better and better? What about the most powerful people having the hardest signatures to forge, and thus require a higher level? Instead of having the player say, "I'd forge through this quest, but my level isn't high enough," have him say, "I'll attempt a forge. If I'm unsuccessful, I might be able to flatter my way through this guard to let me off the hook."

"I think readers will also be interested in my conception of optional Character Backgrounds."

Backgrounds are always good. "You are an unknown hero... with an unknown past..." is bullshit, unless your character has severe amnesia. Also bullshit is the make up your own background cop-out.

"I’m going to approximate the Fallout model of NPC followers: limited inventory control (no packmules), some AI options but not direct control over actions, no more than three followers. These people won’t follow you everywhere you go, either."

Goddamnit Ian! Quit shooting me in the back!

Anyways, I like the idea of them not following you everywhere. Arcanum would have been a whole lot more immersive if Sogg left your party and went to a pub in every city, and you had to go retrieve him. A good trade-off I think for his exceptional power and loose morals.

"Typical opponents will be other human beings."

Just don't make them all suicidal.

"There will be no “fighting” major Mythos entities."

:(

Conversation is good, but some players want that epic battle climax.

"Fisticuffs"

I love that word.

"The deadliness of the fight, and your opponent’s willingness to spare your life depends on the situation. If you resist arrest barehanded, the police will beat you down with a club but not kill you. Other times, it might benefit your opponents to capture you. Reaching zero Life in Cyclopean means unconsciousness, so there is also a chance, depending on your opponent’s appetite, that you may regain consciousness later and manage to crawl to a hospital, or be discovered by some good Samaritan.

There are also certain dialogues where you may be challenged to an entirely non-lethal fistfight.

To the question, Can I play through the entire game without combat? my answer is “I don’t know.” The main quest lines will all have non-combat solutions. For all other quests, I let the story drive the possible solutions and pick sensible ones, rather than automatically assigning 6 or 8 different solutions for every quest."


I don't have much to say here except for "Totally Awesome".

"I dislike role-playing systems that rely on conversation stats, like Diplomacy, Gather Information, etc. In Cyclopean, I want the player to read and think about what’s being said, instead of clicking the highlighted line that indicates a Diplomacy check because he has a high Diplomacy."

I'm on the fence with this. On the outset, it sounds good, but sometimes the player just doesn't know what the character knows. I think these diplomacy and charisma checks, when implemented the right way (as in, not how Bioware does it), determine how successful you are. You say Deceit will determine how successful the player is at lying, but how about flattery or even telling the truth to someone who's incredibly skeptical?

"Also, there are no elves."

Might as well put a "Not Intended For JarlFrank" sticker on the box. :D

Overall, great review. Much better than most of the crap that is posted here and taken from other sites. Of course, I also guess that has to do with the person being interviewed, but the questions were very good.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Chefe said:
Conversation is good, but some players want that epic battle climax.

There's nothing "epic" about trying to fight one of the more powerful mythos creatures, though I guess the inevitable Game Over screen can be pretty climactic.

I agree with most of the rest you wrote though. Some of these system decisions seem to be going in the wrong direction. Plenty of time left to rethink and refine at this stage though.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
I agree with Chefe that it sounds like a huge missed opportunity to not have separate insanity-based scenarios or quests.

But indeed, players who want epic battle climax can just look elsewhere, especially in this kind of mythos.
 

Gragt

Arcane
Patron
Joined
Nov 1, 2007
Messages
1,864,860
Location
Dans Ton Cul
Serpent in the Staglands Divinity: Original Sin
Chefe said:
"There will be no “fighting” major Mythos entities."

:(

Conversation is good, but some players want that epic battle climax.

As long as you can destroy the Wall...
 

Darth Roxor

Royal Dongsmith
Staff Member
Joined
May 29, 2008
Messages
1,878,476
Location
Djibouti
sleep will be a method of regaining Sanity points

So now, sleeping not only heals injured... *cough* I mean, crippled, body parts but also cures schizophrenia?

Makes sense.

There are nine available Skills (Mechanics, Mind, Deceit, Medicine, Arcanum, Physique, Clubs, Blades, Guns)

And people are whining that Oblivion drastically reduces the number of skills compared to other games of its kind...


Although the rest sounds promising.
 

dagorkan

Arbiter
Joined
Jul 13, 2006
Messages
5,164
Definitely 'filling up' the 'sanity bar' by a fixed number of points each night would not be interesting.

You should have a system where gain/loss of sanity is a lot more random and if you take a big sanity hit there's no guarantee you'll ever get back to '100%' just by sleeping long enough.

Instead of sleep = heal, four times each day check whether you regain some mental stability with the chance of recovery decreasing the lower your meter is.

Simplest would be a percentile check modified by Will/Stability skill vs current sanity and success gives you back 5-10 points. If you've just seen Cthulhu in the flesh bringing your meter almost to zero you're not going to get over it that easily, you will be affected by it essentially for the rest of the game.

Have NOT sleeping make the character SKIP that check and lose possibility of recovering. If you skip two sleep periods then you don't get recovery and you start getting small cumulative penalties (-1, -2, -3 every six hours thereafter).

Add to this the event-based maximum sanity modifiers which you already have and I think it's a good mechanic.
 

ixg

Erudite
Joined
Jan 20, 2006
Messages
2,078
Location
Scary...
Elwro you forgot to ask how many possible endings there are in this game because Fallout 3 has over 300 so if it doesn't have something near that number i don't think this game will be worth it
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
I'm pretty sure it's over 9000! Give or take a few.
 

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