Jedi Exile
Arcanum
- Joined
- Oct 10, 2010
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Well, hopefully with this amount of money they will be able to make a bigger and better game.
Current list of included mechs is basically everything Inner Sphere from MWO. Read: everything artwork and a 3d model exists for.
LIGHT: Locust, Commando, Spider, Firestarter, Jenner, Panther, Raven, Urbanmech
In looking at these, the Cataphract has a manufacture date of 3025 and the Raven is 3024, so I'd expect those chassis to be very rare depending on theater of operation.
Yes, I read about that myself. It's a bit odd how Smith and Tinker quietly basically turned into Harebrained Schemes without ever actually formally stating as such. Guess that's just how it's done?
Ease those furrowed brows, MechWarrior! You will receive information about the BATTLETECH Backerkit some time early this December. Roughly 4 weeks from now give or take...they have over 40,000 accounts to set up and let folks know about, so the timing is an estimate. The BackerKit will allow you to review your BATTLETECH pledge, upgrade it to a higher tier if you wish, download digital rewards when they're ready, provide your shipping information if you'll be receiving physical rewards, and more. Yes, the information regarding the BackerKit will be sent to the Email address you used with PayPal to pledge to the BATTLETECH Kickstarter project.I backed the project using paypal instead of kickstarter, so how will that work for me? Will the information be sent to the e-mail attached to my paypal account? Also, approximately when can we expect to get the e-mail containing the info for our backer rewards, or do we even know that yet? I just feel I need to know for peace of mind, I've been rather paranoid about it all recently...
I suggest, so that you don't miss the email, whitelisting the following domains in your email client: *hbs-studios.com, *battletechgame.com, and *backerkit.com - this way important Backerkit and Kickstarter rewards related information is less likely to end up in your spam/junk email folders.
Please note: There is currently a "Second Chance Backing" offer up on the Backerkit website. It's only temporary, to help a few Kickstarter stragglers catch up with the rest of our forces. Don't mistake it for the BATTLETECH Kickstarter Backerkit account you'll be receiving information about via email.
See you in the loading bay!
BattleTech: Robots in the skies
After two Shadowrun successes, Harebrained Schemes turns its targeting computer on huge mech combat.
BattleTech makes it after Kickstarter triumph© Harebrained Schemes
You know what we hate when we’re stomping around in our giant war robot? Sunday drivers. You know the sort: you’ll be plodding around some distant planet with your buddies looking for a juicy cache of old tech, when over the hill comes some have-a-go hero who can’t tell his targeting module from his sensor module, overheating his lasers and then falling over behind some crumbling building because his power-to-weight ratios aren’t properly calibrated. ‘It’s like they let just anyone pilot ‘Mechs these days,’ you think, as you pulverise the tiresome interloper with a rocket barrage.
That’s the potted promise of BattleTech, the latest successful Kickstarter project fromShadowrun creators Harebrained Schemes (and how: the funding drive pulled down $2,785,537 with just a mere $250,000 goal). Now in pre-production, it is (or rather, it will be) a tactical-squad-combat-meets-RPG set in the old BattleTech universe – the far future stomping ground of the late-'80s and '90s MechWarrior and MechCommander series.
As the head of a team of opportunistic, space-faring mercenaries, your job is to build up your squad (or ‘Lance’) of ‘Mechs, kit them out with technology bought, scavenged or stolen, train up your MechWarrior pilots and then set off in the ignoble pursuit of cash and plunder.
Succeed, and you’ll earn not just loot, but also the trust and patronage of the universe’s Great Houses. The BattleTech universe is a network of galactic fiefdoms – powerful families each vying for greater degrees of control over systems and planets, while scheming over the best way to stab one another in the back. “It’s Game of Thrones in space,” executive producer Mitch Gitelman tells us.
And much like the families of Westeros, BattleTech’s Great Houses know that while one might really, really want to commit grievous violence against a competitor, it’s often cannier to use an intermediary than declare all-out war. That’s where your squad of mercenary MechWarriors comes in. You’ll begin with deciding your character’s origin story, and progress from there to recruiting and cultivating your squad-mates. They’ll each have different affinities for different technologies or styles of fighting, and the mark of a good mercenary captain will be figuring out which of them deals the most damage in which ‘Mech.
Once you’ve mastered the day-to-day mechanics of running a mercenary ‘Mech outfit, the political machinations of the houses – and how you choose to interact with them – will add a further layer of complexity. As you might expect, your prospective employers don’t look favourably on commanders who duck their contracts or get too cosy with a rival House. A successful villain is a reliable villain.
“We don’t think in terms [of karma],” says Gitelman, of your commander’s alignment. “There’s no dark side/light side or anything like that. It’s more about, ‘this is a person who completes all their mission objectives, or runs from a fight’. It’s about your dependability and things like that as a mercenary, and what each of the Great Houses thinks of you.”
As with the old games in the BattleTech universe, you’ll also be deciding how to doll up your brace of ‘Mechs, perhaps deliberately taking on a mission that’s risky, but might return you lots of cool spare parts from the enemies you hope to destroy. High-risk missions will encourage players to work tactically, in a way that Gitelman says sets the game apart from the Shadowrun series.
“In Shadowrun, you run into a room, and maybe you leapfrog forward, cover-to-cover, while you decide which of your magic spells or which of your weapons to use. BattleTech is a very different animal. ‘Mechs don’t really take cover. You can run behind a building, if you want – until that building gets blown to smithereens.”
“‘Mech combat has a lot to do with the range of my weapons,” Gitelman continues. “If you engage the enemy in a very confined area, for example, and that BattleMech you’re facing has mostly long-ranged weapons, you have quite an advantage if you’re a short-ranged fighter. [Then] there’s also hand-to-hand combat, melee combat… We have jumping ‘Mechs, so we have something called ‘Death From Above’ where you can jump on an enemy ‘Mech. That’s a real risk/reward scenario.”
Concept art for BattleTech© Harebrained Schemes
There’s a balancing act here for Harebrained Schemes. On the one hand, burying new players under a dump truck of customisation options could be confusing, like asking them not just to buy their first car, but to build the engine as well. On the other, getting oily under the hood is exactly the sort of thing veteran MechWarriors love, and might provide you with a critical edge in battle. According to Gitelman, BattleTech will be accommodating either way.
“The way we think about it is in terms of layers,” he says. “The idea [is] that you could take an off-the-rack ‘Mech, and throw it on the battlefield and command it well and succeed. And if that’s all you want to do, great – you just field your ‘Mechs. Well, and repair and upgrade them, and buy or salvage new ones too of course.”
“The next [level] is, you might create these variants of ‘Mechs – a long-ranged version of this one, a short-ranged version of another, a ‘Mech that trades off speed for firepower, or armour for firepower, that kind of thing. But if you’re a tweaker, then you can go to another level and you can take that core chassis or one of those variant chassis and start fiddling with them. And then a layer down from that could be, ‘I feel like messing around with its internals. Should I upgrade its fusion engine?’”
“What we’ve said is that we want to make a game that isn’t fiddly, but that’s fun to fiddle with. It’s just a matter of layers, how deep you want to go.”
You'll be able to customise your 'Mechs© Harebrained Schemes
The point of all this tinkering isn’t solely to give you an edge in combat. As with 2012’s XCOM: Enemy Unknown, Harebrained Schemes’ hope is that players will grow invested and attached to the mercs-and-‘Mech teams they field, weighing up the risks and rewards of putting their lives (and their precious gear, obviously) in danger. To make this work, the threat of loss has to be real, which is why BattleTech will employ the system that made XCOM such a jaw-settingly-tense affair: permadeath.
“If you want to keep flying, so to speak, you’ve got to live to fight another day,” says Gitelman. “You’ve got to have the money to field ‘Mechs that aren’t heavily damaged for your next mission. So it really comes down to… Not spreadsheet management, but thinking like a mercenary.”
“XCOM is a good reference point here actually,” creative director Mike McCain chips in. “We’re building a procedural contract-generation system and we really want a good feeling of, maybe I screwed up a few times here but my career is still very recoverable. I have options. I’m sure it will be possible to back yourself into a bad situation. Our goal isn’t necessarily to prevent that, but just to make sure that there’s enough warning signs along the way.”
BattleTech© Harebrained Schemes
Initially, BattleTech commanders will be fighting a war on two fronts: either battling their way through the game’s story against AI opponents, or duking it out with other players in the multiplayer arenas. These arenas have an interesting-sounding twist to them: ‘arena’ here is not just nebulous dev-speak for ‘online-shooty-game-space’; it’s an actual, physical space in the universe that’s plugged into the BattleTech story. According to Gitelman, the idea is that head-to-heads between rival commanders all take place in a kind of galactic Colosseum – a planet that’s been specially put aside so that fighty merc captains can knock nuts and boltsout of each other for the amusement of the crowd.
“[Multiplayer battles] take place on a very specific planet called Solaris 7,” says Gitelman. “Different arenas are controlled by different Great Houses, different arenas have different rules of conduct. These arenas and these different rules cause you to field different Lances of ‘Mechs. So, you want to create different Lances of ‘Mechs and MechWarriors, and their specific loadouts based on the needs of the environment you’ll be fighting in.”
At some point after release, BattleTech will also get a co-op mode, though Gitelman and McCain don’t go into detail about what that will look like (“We all love co-op here – it’s just a matter of, first things first,” says McCain).
Usually, this would be the bit where we have to deploy the standard Kickstarter caveat. After all, there’s only so much that you can really learn from concept art and developer promises. But the neat thing about the modern age of crowdfunded gaming is that developers – even those with illustrious histories – no longer need to trade past glories for cash. We know that companies like inXile, Double Fine and Obsidian can do great things with fan money – they’ve each got a great game apiece to prove it. Harebrained Schemes, however, have two: Shadowrun Returns and Shadowrun: Hong Kong. No one should ever write a developer a blank check, but in the sometimes capricious world of crowdfunding, Harebrained Schemes feels like a safe pair of hands.
“We ship good games,” says Gitelman, bluntly, when I ask about backers’ trust. “First of all, we say what we’re going to do. We deliver the features, we deliver on time, and the game comes out and they’re in the 80s and 90s in review scores. So, we built up this credibility over time that allows us to go, ‘Here we are with a game that’s in pre-production, we don’t have much to show,’ but because of our track record, not only as game developers, but as Kickstarter developers, we were able to do that and be successful. So not everybody can do that. There’s no code there. It comes from really hard work and delivery.”
Hey, BATTLETECH Backers!
Mike here - now that the dust has settled from the finale of our incredible Kickstarter campaign last month, I want to give everyone a short update on where we’re at in development. But first, before I do that, Robin (HBS_Dagger) says thanks to all the Backers who have answered their BackerKit survey!
However, there are still over 4500 of you that need still need to do this in order to receive their rewards! This is particularly important for anyone with physical rewards in their pledge level. We won’t be able to order the correct amount of Heraldry Kits and Jackets if you don’t let us know which ones you want and we need your shipping address so we can send them when they're ready.
If you haven’t answered your survey yet, go to this link: BATTLETECH BackerKit, click on “Didn’t get your invite?” and follow the instructions.The deadline is January 15th, but go do it NOW while you're thinking about it!! Don't worry, I'll wait...
Update Time!
In a nutshell - we’re a few months into pre-production now, and we’ve been busy prototyping and iterating on the core combat experience. As awesome and fulfilling as the Kickstarter experience was for us, it’s also been nice to focus entirely on game development for the past month!
With the scope of the game now clearly established by the funding goals we reached on Kickstarter, Jordan and I along with the rest of the design team have been able to really hone in on the core of what we’re making, and to start planning out the experience as a whole. We’ve established a strong set of design criteria for the game - for example: “I feel like all types and tonnages of ‘Mechs can be useful in combat.” And: “I rarely feel like concentrated fire is the only strategic solution.” It may sound obvious, but writing these goals down and referring back to them each step of the way really helps focus our prototyping efforts and ensure that the end result accomplishes everything we’d like it to.
The Merc Campaign
On the Mercenary campaign front, Kevin Maginn, our Design Lead, has been busy consulting BattleTech sourcebooks and furiously generating document after document like a mad-document-scientist, laying out some of the initial design foundations to implement those pillars and design goals.
The purpose of these documents is not to write a definitive spec for the game; the campaign game is just too big and complex to definitively document every possible outcome. Instead, we’re using them as a starting point to build prototypes that we’ll iterate on over the course of the next year of development. I strongly believe in rapid prototyping, team-wide feedback, and frequent iteration leading to the best possible product, and look forward to working with Kevin and the rest of the team to bring these designs to life next year.
Chris 00, Chris 01
Meanwhile, our Lead Engineer, Chris 00, has been focused on laying a strong architectural framework for our codebase. This is one of those things that is invisible now but will really pay off later. When designing a piece of software as complex as BATTLETECH, it’s critical to lay the right structure to build from, as well as define the components that the rest of the engineering team will build. This is especially important in a game that has to support both single-player and server-based multiplayer!
To capture how all of these efforts move forward, our Producer, Chris 01, has been working on a high-level block schedule for the project and planning our major milestones for next year. Our goal is to have a vertical slice (i.e. a representative demo short on content, but more complete development of high priority systems) of the combat game ready next summer and then bring on a larger production team to build out the environments, missions, and content around the same time. It’s a slow, careful burn until code foundations and content pipelines are in place and proven.
Story
We’ve also been making good progress on our story for the game, the core of which will be set in a small region of the Periphery on the Rimward side of the Inner Sphere. We’re not ready to talk about story specifics yet, but I’m excited about where we’re heading with various plot points and characters. I’ve been re-reading Dune and it’s been a great source of inspiration here - not for individual plot points necessarily, but for the overall tone of court intrigue, machinations and suspicions that we’re trying to achieve with the various factions involved in our narrative.
Art
At the other end of the BATTLETECH team’s corner of the HBS offices, our concept art team has switched gears from concept illustrations to actually spec’ing out how a variety of systems in the game will work. We’re prototyping the 3D portrait creation system and have found some great ways to get attitude and expression out of our MechWarriors so that we don’t end up with the “blank-stare-at-the-camera” style of 3d avatars that some games end up with. We’re also cooking up an Emblem Creator for your Mercenary outfit, and a flexible framework for the cosmetic customization of your ‘Mechs - so that you can select individual paint schemes and colors, as well as add details like additional emblems and nose art. We’re also starting in on terrain pipeline and development - essentially, how do we achieve this look, but with a full map that satisfies both gameplay and performance constraints.
BATTLETECH Art for Everyone!
You'll find a bunch of profile images and banners that you can use on your favorite social media sites on this Forum post. Feel free to use these to your heart's content!
And, while we’re not *quite* ready to show off any new art yet, we’ve posted a complete collection of all the Concept Art we released during the Kickstarter campaign in the same thread. It’s all the hi-res source images, so wallpaper away! (And if you aren’t on the forums yet, you should be! Here's where you sign up!)
That’s it for now - Happy Holidays, and we’ll see you all in 2016! -- Mike
PS: One other thing we’ve been working on is a plan for the player’s home base ship in the game - expect to hear more about that early next year! ; )
PPS: Also, in case you haven’t seen yet, the Steam Winter Sale has begun! All three of our Shadowrun games are on sale so this is a great time to grab our award-winning RPGs!
Harebrained Schemes: From Storage Space to Kickstarter Kings
We had a long chat with co-founder Mitch Gitelman about the studio that brought Shadowrun back to life and that plans to do the same for BattleTech.
Harebrained Schemes were founded in 2011 by Jordan Weisman and Mitch Gitelman coming off the closure of FASA Studio, responsible for a great number of games including Crimson Skies, Shadowrun and Mech Commander, Mech Warrior and Mech Assault. Their first major project was Shadowrun Returns (2013, funded via Kickstarter) and this game spawned sequels in the shape of Shadowrun: Dragonfall (2014) and Shadowrun: Hong Kong (2015) both with their own separate Kickstarter campaigns. Currently they are working to fulfil the last bit of content for Shadowrun: Hong Kong that was promised in the Kickstarter, and they've just started up on their latest Kickstarter project BattleTech (once again going back to an old FASA property), while the promising and action-RPG Necropolis is closing in on release.
- Text: Bengt Lemne & Brandon Green
- Published the 1st of Jan 2016 at 16
You've got so many different things going on so we thought we'd catch up and get an update on what's happening. Can you give us a brief overview of what's going on at the studio at the moment?
Mitch Gitelman: Oh my. Well let's see, we are hard at work on pre-production on Battletech after closing our kickstarter in October. So we got a pre-production team rolling there, a lot of good things are happening between now and the end of the year. A lot of documentation during prototyping, that kind of thing, and the BattleTech team is very excited.
We also have the Shadowrun team, who are doing Shadowrun: Hong Kong, they're also fulfilling a Kickstarter reward right now creating a mini-campaign that happens right after the events of Shadowrun: Hong Kong. So you can take your high level character from the end of Shadowrun: Hong Kong and import it into this new mini-campaign. I think it's going to be about a five hour campaign or so. Depending on the level of detail you play at it could be about seven hours. So that's coming out early next year. Also for Shadowrun: Hong Kong we just recorded an audio commentary to give to backers, so you'll be able to play through the game and as you enter different scenes you'll see a little icon. When you click it you'll hear the development teams' voices describe the making of that particular level, that kind of thing.
That's BattleTech and that's Shadowrun and the other big news from the studio is our big new title Necropolis is coming out early next year. Necropolis is a 3D dungeon dive, an action game, a timing based game, kind of in the Dark Souls model. We married that with procedurally generated roguelike games. In this one the idea is you go as far as you can, die, start over again. Get as far as you can, get a little further, die and along the way pick up all sorts of magic items and weapons and stuff like that to level up yourself. There's some crafting involved. The marriage of a 3D action game and a roguelike, we feel it's going to be a big addictive draw for people. That's a completely new and original title as well, that's not one of our old licenses that we brought back, so we're really excited about Necropolis too and that's coming to Steam early next year.
We remember seeing that one at PAX East...
Yeah, we won Best of Show by Destructoid.
A lot of different things to talk about. Let's start with Kickstarter. It feels like it's an integral part of who you are, the Kickstarter model and being there, connecting with fans. How would you say that sort of model impacts the way your studio is run.
It impacts us in a number of ways and your right, it has a pretty big influence on who we are and how we develop games. I think the biggest thing about Kickstarter is that it has allowed us to develop relationships with our audience and we love that. Making games, you know, more connected with the people who play them is a really big deal to us and allows us to interact on a level that previously we never had the experience of doing. I think the big thing about Kickstarter for us we are humanised game development, I think that's the best way to put it. Turns out that there are these hard working people making your games and to find out a little bit about who they are, what motivates them, how they work together, what the process is.
I think it's been a positive thing for the industry and the players. I really appreciate our fan base because they understand that we have integrity, that we deliver what we tell them we're going to deliver. That was a really big deal during the last campaign, since we had already gone through three successful campaigns. We walked into it with a level of credibility that was just kind of luxurious and we were able to interact with the audience in a positive way because of that. They were very excited about BattleTech.
So that was the number one thing, the relationships. The number two thing is that it does have a pretty big impact on how you develop that game. I won't call it positive or negative, I'll just call it an impact because when you're making a non-Kickstarter game, guess that's the way to start. What you're doing is that you create a high level vision, then they'll pre-production that, hone that vision and then you start prototype work. Then as you prove or disprove different things, you add or remove features. Until finally you come up with something that you think is worthy of shipping.
With Kickstarter it's a little different, the process feels very similar except for a couple of things. If we have committed to a feature in the Kickstarter we feel that feature is sacrosanct. If we told our backers we are doing this, we're not going to cut that feature, we're going to stay at it until we make it work. That can be a little confining but on the other hand, what you get is all those people backing your project and showing you support and that's a big thing. Because in the old days when I used to make video games, we'd come up with an idea for a game, you'd keep it very secret and then at a certain amount of time before you ship the game, you unveil it to the world and find out if people want it. That's a really hard way to make games, especially some of the games I've made that have taken over three years to make. So you're literally waiting three years to find out if all your hard work, if anybody cares at all. With Kickstarter you find out right away that they want your game or not, and it's a great proving ground from that perspective. Making a game for an audience that's cheering you on, sending you pizza and bagels to get you through the long nights or early mornings; that's a big deal for a development team. So I'd say those are the two major ways that Kickstarter has impacted us.
Would you say that you're doing Necropolis as a means to sort of do something that's perhaps neither one of those two things but perhaps somewhere in between?
No, Necropolis, I'm really proud of the process of Necropolis because, we invested in our own people. It's a completely original idea. My partner Jordan Weissman and I had nothing to do with the development of the idea. We just stuck a couple of senior people in a room for a summer and said, don't come out until you've have a prototype that you think you are proud of. So they came out with Necropolis and they presented it to us and we were just blown away.
First of all the art style, Mike McCain and Chris Rogers (our creative directors) really did a great job of setting it apart from other action games, it's just a beautiful game. That was a big deal but the idea of taking a Dark Souls-like, timing-based action game and combining it with a procedurally generated dungeon dive like Spelunky or something like that. Putting those two things together and design director, Dennis Detwiller, I just thought that was a really smart move. Nobody has done that yet, so the combination of those things really excited us and what's great for us as a studio, it's our first real-time 3D game as a studio so that's a big first. Another big first is that it's not based off one of our old licenses, one of my partner's that he's created like Shadowrun or Battletech or Crimson Skies, something like that. So it's not based on one of those, so we're really proud of that and then the other thing is, neither Jordan or I led the project. So it's a real first in a number of ways for the studio, it kind of represents a milestone for us as we mature as game developers.
Necropolis (2016)
Necropolis is planned for release next year on Steam (PC, Mac, Linux), with a console release still to be determined. Below you'll find an interview with Harebrained Schemes' Mike McCain from PAX East about the game as well as a trailer released for PAX Prime.
BattleTech. Was it always the plan to bring it back in this fashion?
Actually yeah kinda. What happened was, when I went to Jordan, god in 2012 and said, hey have you been looking at this Kickstarter thing maybe we could do something with this. It was actually November 2011 and we're like, I don't think this is the right time for it. Then Tim Schaefer came out with his and we're like damn it, we were right. When we talked about doing that, we talked about doing it for Shadowrun for Shadowrun Returns. The dream was always, wouldn't it be great if we could do this for BattleTech.
The rights to BattleTech were just kind of a mess. So we sort of stayed away from it for a while but the cool thing was, with Battletech, although we've wanted to make it forever and we knew we wanted to make it turn-based like the original board game. So we always had this simple vision for one day, wouldn't it be great to give back to BattleTech fans, the way we did with Shadowrun fans. Actually it was the Shadowrun fans that sort of enabled the BattleTech fans because, with the overwhelming support that we got from Shadowrun and the fans reaction to what we did, the great reviews. That caught Microsoft's attention back to us. Obviously we had the Shadowrun license and they were really positive about it but, once they saw what we did with it, it was actually Phil Spencer who is the vice president of Microsoft Studios who really wanted us to do a Battletech game. To his credit, he's a really great guy. He was a good boss when I worked for him and he's a fan of Jordan's. From his point of view this had nothing to do with money any more or anything like that or licensing, screw that from his perspective. He had a chance to satisfy BattleTech fans by giving us the license and so he did. He just wanted there to be a good BattleTech game because there hadn't been one in so long and, that's how that happened and I'm pleased about that to.
It's good when things can work out like that. It's not always the case.
No and it's good when a vice president at a major corporation, for no good reason other than he wants to do something good for gamers and grants us this license.
It can be the curse of the value of an IP. Even though you're not doing anything with it. It sits there as some sort of value for the company and they don't want to get rid of it, then no one gets to do anything.
Just to be clear, they haven't gotten rid of it. They just told us to make a BattleTech game.
But they wouldn't do anything with it themselves...
Exactly and he saw that as a no win situation.
But there were no strings attached, you were told to just go ahead and do it.
What kind of string were you thinking of?
Well maybe, we don't want to see it on a competing platform.
Phil's not about that. It's not about a lack of competition, he would love it if we supported the platform but not at the cost of another platform. He's not about that.
You mentioned about how the Shadowrun fans enabled BattleTech. Would you say that there's a lot of cross over between the two. I would assume that there is some crossover...
There's some but not a lot. We're hoping for much more. Now that we have credibility with Shadowrun fans, our hope is that when we make our Battletech game that they'll play the game because it's one that we made and they believe in us now. So there is a real hope there's a cross over and vice versa. When people play our Battletech game our hope is that they'll go and play our Shadowrun game and we saw that during the kickstarter, people were picking up the Shadowrun games to see what we're all about. At the very least they went to our Steam page and read all of the really positive reviews. We're really lucky. We've been treated really well on Steam-
It sounds like you went into the Kickstarter at a very early stage of the project with BattleTech and, that your still prototyping and whatnot. When did you make that decision? A lot of developers will actually have a game in proper development?
Right and the thing that they are doing when they do that, is to prove that they've got something of value. They have something to prove. Well from our point of view, we had already proven that we were credible game developers. We had made games that people had liked, made Kickstarter games that we actually delivered on. So with those two things, plus we had the guy who created Battletech, we felt like we could go without a prototype and we were right. But the reason why we did it one of the major ones is when you start a project, in order to plan it properly you want to know the complete feature set, you want to budget the complete feature set, you want to design the right feature set.
Multiplayer for example, determines a lot of how you're going to design single-player. If you're designing a single-player and multiplayer game, you have to keep both things in your head at the same time throughout development. We didn't want to do that without knowing that we were going to fund multiplayer and things like that. We decided that we would design the game and scope the game to what the audience said. What kind of support we got from the audience, and that's exactly what happened and they funded our full vision, so we're designing our full vision. Now we're also hiring additional staff to deliver on that vision and that's part of it too, that's part of the whole pre-production process. We didn't want to staff up and do all of this stuff without knowing if the audience was really behind it.
BattleTech (2017)
Almost 42,000 backers funded BattleTech to the tune of $2,785,537 on Kickstarter in a campaign that ended early in November. Below you can take a look at Harebrained Schemes' Kickstarter pitch video.
Again the Shadowrun team remains the Shadowrun team it's not like they're moving over to Battletech?
They will but not now. BattleTech will be the biggest game we've ever made and it will require additional people, it will require people from the Shadowrun team absolutely. For example we are moving the writing team over from Shadowrun to Battletech. It's a big deal but the other thing is, different games, different skill sets. So with Shadowrun it was 2.5D, Necropolis is 3D so now we have to staff up with more 3D people in order to do battletech, that kind of thing.
How large is the studio today, and do you plan to expand more?
The studio is currently fifty-five people at last count. Yeah we do need to hire some new people, as a matter of fact there are some job postings on our website (follow this link). So take a look at the postings there. Yeah we'll have a look, we'll do a little bit once the studio gets to two full teams. You need more infrastructure. Having the right task manager or IT or stuff like that. We don't intend to get much bigger at all. After that it becomes a command and control issue, you focus on running the studio and not making great games. So we don't want to go much larger.
We suppose you guys have been sort of around for that trip before, so you know sort of where to cut it off or you're comfortable.
Well we've been around a lot of trips before, this isn't our first trip around the sun. Yeah we've learned a lot. We continue to make mistakes, just not the same ones.
That's comforting. We've touched on BattleTech and Necropolis a lot, but I guess Shadowrun remains a very important part of what you do and you are honouring that final Kickstarter, Hong Kong. Do you see Shadowrun expanding beyond Hong Kong or are you taking a break from that with BattleTech?
Yeah we're definitely taking a break for BattleTech, because the Shadowrun team is going to move over and working on it as well. We're going to step back from Shadowrun for a while, let people rest. We put out three games in three years. A couple of things about Shadowrun. First of all we love Shadowrun. Shadowrun is now part of the DNA of our studio now and so for example, on the anniversary of the Shadowrun Returns Kickstarter, we celebrate. We get a cake.
Shadowrun was the time when we developed our reputation, it's where we developed our relationship with our audience. When we did the Kickstarter for Shadowrun Returns there were eight of us in a storage closet. No joke, we were renting storage space from another game developer and making games in the storage space.
It really is the little cauldron that we sort of bubbled out of. We take it very seriously and we love it. We would love to go back to it. I think one of the greatest things about Shadowrun, it's a great science fiction setting, not just a fantasy setting. Speculate, when you travel around the world the way we're doing from Seattle to Berlin to Hong Kong. When we return to Shadowrun we intend to return to a different place in the world, to see how you know, 50 years and the return of magic affects different cultures around the world. We think that's fun. Shadowrun: Hong Kong, the story couldn't have happened anywhere else other than Hong Kong, just like Berlin in Dragonfall. It couldn't have happened anywhere else other than the city of Berlin. So that's what we are attempting to do as we go all around the world but, I think the game will need to take a different form in the future. Probably fully 3D. We'll see what happens. We have to keep up with the times.
Shadowrun: Hong Kong
Shadowrun: Hong Kong (2015) is the third Shadowrun game from Harebrained Schemes released in three years (following Shadowrun Returns in 2013 and Shadowrun: Dragonfall in 2014). The team is currently working on an additional mini-campaign for Shadowrun: Hong Kong that is part of their Kickstarter commitment and it is due out in early 2016. An interesting note is both Shadowrun Returns and Shadowrun: Hong Kong had very successful Kickstarter campaigns.. Harebrained also had a successful Kickstarter campaign for Golem Arcana..
Don't say that, that might be the opposite of what the fans want.
Well it depends on what you mean. We created a very old school game engine. Our stories were very modern stories. I'm really proud of our story telling and how it improved over time. But the production values and things like that, limit it in the market. We'll see what happens when we come back to it. Maybe something closer to Xcom. In terms of production values, like being able to rotate the map and things like that, being able to go upstairs.
But of course not moving it to a different perspective something crazy like that, that's been attempted in the past.
Oh no, we're not going to make a first-person shooter or something like that.
It's been done.
Yeah that's what I heard. I read about it on the internet.
So early next year sounds like it's going to be pretty intense for you guys, with two launches then and Battletech development kicking in to full more gear. How do you see that?
I see myself working very, very hard. I see the team working very hard and I have to predict success because that's the way you do this.
How do you feel about a lot of things coming to a head there?
I think of it as beginnings. Whenever we launch a game I never get the sense of closure. You'll put out a game, go home for the weekend. Come back in a couple of weeks for a post-mortem that kind of thing and sort of codify what you've learned and what to apply to your next game and things like that.
Although I've had a lot of pleasure shipping a lot of games throughout my career, I've never gotten 100% satisfaction, I don't know how. Whereas the person who plays the game sees what it is, the person who makes the game sees everything that went into it and how the features could've been a little bit better with one more week or two more weeks. I'm just one of those guys. That's not pessimistic at all. I'm always proud of the team, whenever we ship something and I enjoy a lot of the games. I enjoyed writing the story for Hong Kong and Berlin and Shadowrun Returns but, there's always that niggling thing, you know like I could have done a little better. That's what makes us good game developers I guess. It's a tough way to live sometimes.
Finally, we'd like to thank Mitch Gitelman for taking the time to talk to us about all things Harebrained Schemes.
When we return to Shadowrun
I think the game will need to take a different form in the future. Probably fully 3D.
When we return to Shadowrun we intend to return to a different place in the world, to see how you know, 50 years and the return of magic affects different cultures around the world. We think that's fun. Shadowrun: Hong Kong, the story couldn't have happened anywhere else other than Hong Kong, just like Berlin in Dragonfall. It couldn't have happened anywhere else other than the city of Berlin. So that's what we are attempting to do as we go all around the world but, I think the game will need to take a different form in the future. Probably fully 3D.
Well, that's not actually (very) bad.... the first thing I thought when I read 3D was something like fallout 4 3rd person crap, but since top down/isometric it's still in, I don't see it as decline yet.Don't say that, that might be the opposite of what the fans want.
Well it depends on what you mean. We created a very old school game engine. Our stories were very modern stories. I'm really proud of our story telling and how it improved over time. But the production values and things like that, limit it in the market. We'll see what happens when we come back to it. Maybe something closer to Xcom. In terms of production values, like being able to rotate the map and things like that, being able to go upstairs.