How the creators of Encased try to rethink the classic RPG
DTF.RU
May 20, 2018
The first details about the new “Russian Fallout” with developer comments.
After STALKER, it seemed that domestic developers no longer need to create their Fallout. The GSC game perfectly reflected the Slavic post-apocalypse, and it seemed that the isometry had already gone out of fashion by that time. But in recent years, Wasteland 2 and Obsidian games have once again brought back faith in old-format RPGs. What is not a reason to revive the old dream?
I saw such a dream in the game Encased from the newly formed Petersburg studio Dark Crystal Games. At the DevGAMM Moscow 2018 conference, I was able to see an early version of the project and talk with the team leader, Vyacheslav Kozikhin.
Encased - role-playing game of old school with turn-based battles, and this is captivating. In addition, the authors draw a unique world in which a nuclear war did not lead to a catastrophe typical of the genre.
Unusual post-apocalypse
In the remote desert part of the world find a strange Dome with a complex of buildings inside. For the sake of his study, people form a special corporation "Kronos". After years of research, it turns out that the object was built by some unknown civilization, which was well ahead of human development, - it was called the Forefathers. You can also enter the Dome, but you cannot exit it.
Nevertheless, adventurers continue to record in the expedition to touch the unknown artifacts. A player is sent to one of these expeditions.
From the very beginning everything goes wrong. A group of five people fights back from the main squadron, leaves the elevator in the depth of the complex and loses touch with the rest. There they find a new entity - artificial intelligence, which controls the Dome. AI takes people for enemies and starts the cleaning process. From the artifacts of the Forefathers a vortex of psychotic energy is pulled out and the Dome fills it. Communication with the outside world is lost, and the player falls into stasis for several years. After awakening, he will have to find out what happened and correct the situation.
We do not have a classic catastrophe for the genre like the unfortunate ended Caribbean crisis. Banal atomic postapocalypse was not originally interesting to us. Rockets are mentioned here and there, but these are events in the background that do not belong to the main plot.
The key gameplay and narrative feature of the game is to interact with the psychotic storm. He puts pressure on people, and if you do not defend against him, then you can go crazy. The pressure of the storm increases closer to the center of the Dome - namely, the hero needs to get there. The character’s abilities will also be tied to psychotic energy, but the developers are still silent about them.
How not to "screw up" the created character
One of the tasks that Dark Crystal Games have set themselves is to make the distribution of character characteristics at the beginning of the game clear.
We are very tired of the "bungled" builds in the RPG. Although a player with a lot of experience in old school role-playing games, he understands perfectly well what strength, endurance, charisma, and similar parameters mean, he doesn’t know how these characteristics will be useful to him in this game.
It also annoys the authors themselves when they try to test how errors work through stealth, find out what the benefits of theft are, what penalties are from them and how the combat system works. After all, because of this, it is often necessary to re-create the hero in the first hour. Well, or you have to suffer most of the game with a class that you don’t really like. The studio wants to avoid such situations.
In Encased, the player first, in semi-interactive form, creates the base character and defines it in one of five divisions - scientists, engineers, soldiers, prisoners or leaders. Then he is credited with abilities that are logically suitable for the class. In the prologue, they are introduced into history and are given a chance to familiarize themselves with the role-playing system, and upon its completion they allow the characteristics to be redistributed as desired.
The game has five classes of characters, and each class is a separate registered character. They all take part in the plot: choosing one as a hero, you will surely cross with the rest during the game. So, one of the tasks of a scientist is to investigate the artifact of the Forefathers, but by playing as an engineer we can help him with this matter.
The team pays great attention to the meta-development around the game. They make brochures like the manuals for the first Fallout, though not forty pages, as was the case with Interplay. Also, the authors have created a website where you can answer a few questions and describe the character's biography. According to the results, the system will generate a hero, and the top five promise to add the game as an NPC.
Another task that developers have set for themselves is to rework or implement classical mechanics for the genre at a decent level. It is worth staying in more detail.
The variability in solving problems was shown to me in a simple-looking example: you need to open the door to the repository of the Forefathers. With the passage of a soldier class, I counted four options. You can find a flimsy wall and undermine it, find the portal and enter it at your own risk, get the key from the criminal or cover it until he opens the door himself. If you select an engineer at the beginning of the game, he will understand the situation at all simply by digging in the terminal at the door. Total for all classes will be about 10-12 ways to solve this particular problem.
Combat system
The most important difference from the same Fallout is that our mechanics are much less tied to clicks with the left mouse button, from which the chance of hitting, healing and success in other actions gradually increases.Vyacheslav
According to Vyacheslav Kozikhin, Encased is better than other RPGs of the old school in that here the character will have much more abilities - you do not have to “call out” enemies with the same trick. The player will have the opportunity to choose from two or more active or passive skills. Let's say, it's not easy to press a button and disappear if you're lucky, but to throw a smoke grenade and hide in smoke.
And also, over time, the character gets better and better to wield one or another weapon, as in Skyrim.
Shootout taken from the real world. The more often you shoot a particular rifle, the better you do it. Vasily Zaitsev [the Soviet sniper] with one “three-line” for good reason passed the whole war. After all, with time you marry with weapons.
Crime system
In the game there will be an indicator of wanted. Depending on the tricks of the hero, he is awarded a rating on a five-point scale. At the fourth level, the whole faction is chasing you, and at the fifth level - the entire population of the Dome.
Some mischief overlooked over time. You can escape from the city, then return in a week, and your petty theft will be forgotten. But in order to atone for serious sins, you will have to waste about two years - and at this time events in the world will continue to evolve.
Penalties depend on the faction in which the player screwed up. The civilized faction will arrange an indicative court, as a result of which the player is most likely executed. But at the same time there will be opportunities for the organization of escape. A less civilized organization will throw a player into the maze of death at an "iron test". Survive means innocent.
Realism
Will be in Encased and elements of survival like Kingdom Come. The main characteristic here is fatigue. The character spends energy: it can be replenished as just sleeping, and energy. One way or another, the hero will not last more than three days without sleep. On the third day, he will simply fall unconscious where he was and turn off for a few hours. If this happens in the fields or city, then a random event will likely happen to the player. At best, he is robbed.
70s style
In action and in the screenshots, the game still resembles a classic post-apocalypse, but this is not yet its final form. Encased events unfold in the seventies - it is then that the Dome is discovered and an alternative history begins. The original era is inspired by local style.
I once asked our artist: "Andrew, why such a strange helmet?" And he replied: "I adore the traffic lights of the 70s, they have very funny visors."Vyacheslav Kozikhingame designer Dark Crystal Games
Dark Crystal Games is a new indie studio from St. Petersburg. Now it consists of fifteen employees, but there are plans for the release to expand to twenty. Moreover, the authors are far from newcomers, as is usually the case with “our Fallouts”.
The studio, and the game itself, began with one person - Vyacheslav Kozikhin. This is his first project as a manager. He began with work in the St. Petersburg branch of Larian, worked on the Divinity: Original Sin dilogy as a game designer. While working on the second part, he led a team of four people.
Despite the fact that the studio is young, it consists of experienced people. The Technical Director has worked on Life is Feudal: Forest Village. The second artist - on the series Mass Effect and Dragon Age 2. The art director even before Wasteland 2 made the prototype of his isometric turn-based RPG.
We have gained the most experienced people in key positions. All others have released at least one project with a focus on a single and a cool story.Vyacheslav Kozikhingame designer Dark Crystal Games
Encased has been actively developed for six months, and in early 2019 it is planned to release the game in early access. As sources of inspiration, the authors, in addition to Fallout, also call Baldur's Gate and Planescape: Torment, while trying to rethink old-format RPGs.
Yes, there are many promises and ambitions, but so far they show little. But after talking with Vyacheslav Kozikhin, I got the impression that Dark Crystal Games clearly formulated the tasks for the near future: how to develop the project and at what stage to hire new employees. We hope everything will work out.