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Game News Sovereign Syndicate is an upcoming Victorian steampunk RPG inspired by Shadowrun

Grunker

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as far as the choice to exclude combat i can't say it bothers me - Dragonfall was p. great but god knows the mediocre combat had nothing to do with that

Generally speaking, I start to classify non-combat/low-combat games in the point and click adventure category. I'd put PST solidly in that category. It's all semantic of course but it means something to me.

I mean yeah, except PS:T is weird example since it had trash mobs galore. I recently brofisted the fuck out of a post declaring storyfags the all-time greatest enemy of everything good and decent. But I feel like that's only when we're talking RPGs where combat is going to be half or more of what you're doing. I don't mind these "pure" non-combat games. I love Disco Elysium. What I mind are all the games with shitty combat where the horrifyingly simple and underdesigned gameplay just screams "storyfags ruined this"
 
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Roguey

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as far as the choice to exclude combat i can't say it bothers me - Dragonfall was p. great but god knows the mediocre combat had nothing to do with that

It would have been a worse game with no combat.
 

Grunker

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as far as the choice to exclude combat i can't say it bothers me - Dragonfall was p. great but god knows the mediocre combat had nothing to do with that

It would have been a worse game with no combat.

I can't recall anything I enjoyed about the combat and I actively resented the character system, so I'm gonna have to disagree. Of course it would have to add other systems to not completely fuck the pacing (like DE did), but yeah.
 

Roguey

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I can't recall anything I enjoyed about the combat and I actively resented the character system, so I'm gonna have to disagree. Of course it would have to add other systems to not completely fuck the pacing (like DE did), but yeah.

Hong Kong gave us that long stretch of "all you do is walk around and talk to people and never fight" at the beginning and lots of people hated it. :M
 

lukaszek

the determinator
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fun in DF was doing skill monkey build that was still able to do something in combat
 

Grunker

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I can't recall anything I enjoyed about the combat and I actively resented the character system, so I'm gonna have to disagree. Of course it would have to add other systems to not completely fuck the pacing (like DE did), but yeah.

Hong Kong gave us that long stretch of "all you do is walk around and talk to people and never fight" at the beginning and lots of people hated it. :M

But that's a strawman. When did I talk about more walking around and more talking? I explicitly wrote:

Grunker said:
Of course it would have to add other systems

And your keen autism-eyes will of course have noted the following:

Isaac (Crimson Herring) said:
Yes we're definitely aiming for digestible amounts of dialogue, keeping it fairly short and snappy

DE did this as well. With a few exceptions, most dialogue is fairly short. I believe - and you can probably retrieve it given your massive journal.txt - that ZA/UM had a fairly lengthy design video interview thingy where they talked about the need to keep dialogue brief and in bite-sized chunks.
 

Isaac (Crimson Herring)

Crimson Herring Studios
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I can't recall anything I enjoyed about the combat and I actively resented the character system, so I'm gonna have to disagree. Of course it would have to add other systems to not completely fuck the pacing (like DE did), but yeah.

Hong Kong gave us that long stretch of "all you do is walk around and talk to people and never fight" at the beginning and lots of people hated it. :M


Yeah, relative to Dragonfall I enjoyed HK way less, really took issue with sitting down for an hour to play and just reading and not actually going on a mission at all. We're trying to respect peoples time and find a balance between story telling and engaging content so it's not just dry and monotonous. Still love the Shadowrun series and wish there was more of them, a big motivator for me to start this whole project in the first place. Actually would love to do something with the Shadowrun license (Microsoft) or do a Sovereign Syndicate sequel that has Shadowrun style party system and turn based combat in really tight mission format, but one thing at a time.
 

mediocrepoet

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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I can't recall anything I enjoyed about the combat and I actively resented the character system, so I'm gonna have to disagree. Of course it would have to add other systems to not completely fuck the pacing (like DE did), but yeah.

Hong Kong gave us that long stretch of "all you do is walk around and talk to people and never fight" at the beginning and lots of people hated it. :M


Yeah, relative to Dragonfall I enjoyed HK way less, really took issue with sitting down for an hour to play and just reading and not actually going on a mission at all. We're trying to respect peoples time and find a balance between story telling and engaging content so it's not just dry and monotonous. Still love the Shadowrun series and wish there was more of them, a big motivator for me to start this whole project in the first place. Actually would love to do something with the Shadowrun license (Microsoft) or do a Sovereign Syndicate sequel that has Shadowrun style party system and turn based combat in really tight mission format, but one thing at a time.

Good luck with your project! The setting seems cool, hopefully the game turns out to be fun and finds its niche audience.
 

Tao

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I love Shadowrun and i was hoping that with Cyberpunk release we could see more about it. We all know how that when tho...

Anyways looking to play this one, Good luck.
 

mediocrepoet

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Generally speaking, I start to classify non-combat/low-combat games in the point and click adventure category. I'd put PST solidly in that category.
You are an idiot who never played it. PST was ridden with trash mobs.

And you're a moron who doesn't know what I have or haven't played. The combat in that game is ass, select all, right click garbage.

Feel better now, dipshit?
 
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Codex Year of the Donut
I didn't find PST combat to be any worse than other IE games. Perhaps even better because of the nice spell animations.
Also, less inventory management -- inventory management in IE games wasn't very fun.
 
Vatnik Wumao
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I didn't find PST combat to be any worse than other IE games. Perhaps even better because of the nice spell animations.
Also, less inventory management -- inventory management in IE games wasn't very fun.
Too barebones. And even class selection is a non-choice since there's no net positive to playing anything other than a mage.
 
Vatnik Wumao
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SR:HK was the best Shadowrun though.
The combat and UI felt much smoother than the earlier Shadowruns, but the storyline was utterly 'meh' compared to Dragonfall.
Eh, I think that the story was decent (and I personally think that it had a better companion rooster narrativewise than DF). Main issue with HK is that you were being flooded with too much dialogue between missions.
 
Vatnik Wumao
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Same. My only significant issue with it is...
The ending in the extra module ("Shadows of Hong Kong") since it nullifies any character development that Duncan might've had and it just doesn't seem believable that he'd want to go back to being a normie in Seattle (particularly if Raymond is dead).
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Same. My only significant issue with it is...
The ending in the extra module ("Shadows of Hong Kong") since it nullifies any character development that Duncan might've had and it just doesn't seem believable that he'd want to go back to being a normie in Seattle (particularly if Raymond is dead).

The thing is (IIRC) Duncan Wu is actually a canon character who founded a private security company that exists within the SR lore, so they couldnt have any other ending than him becoming a SINer/normie once again. In any case he keeps talking about how he despises being a shadowrunner a whole lot in his dialogues.

Anyway I actually liked HK more than DF as well, mostly because of improved matrix (I always played as a decker in all SR games) and the vastly expanded options to avoid combat through dialogue (since combat in SR games is pretty meh, in DF the only mission where you could get far without combat was the Aztechnology one).
 
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Vatnik Wumao
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The thing is (IIRC) Duncan Wu is actually a canon character who founded a private security company that exists within the SR lore, so they couldnt have any other ending than him becoming a SINer/normie once again.
I wasn't aware of that. Although they should've come up with some original character rather than having Duncan in the game then. The PC's brother being that canon character doesn't add anything to HK's story and it's safe to assume that most players have no clue that he's part of the SR canon either (nor would they care even if they did know since it'd just be a piece of superfluous trivia.)
 

luj1

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Generally speaking, I start to classify non-combat/low-combat games in the point and click adventure category. I'd put PST solidly in that category.
You are an idiot who never played it. PST was ridden with trash mobs.

And you're a moron who doesn't know what I have or haven't played. The combat in that game is ass, select all, right click garbage.

No shit it's ass. Nonetheless it's a combat heavy game. Contrary to popular myth of fake bitches who never played it.
 

TheImplodingVoice

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Hi Everyone, Isaac here the founder of Crimson Herring Studios; appreciate the coverage of our game and all of your questions and feedback! I'll try to address some of that here but happy to answer any other questions or just talk about the project more in general. Also available for an interview or something like that if desired.

Yes, the elephant in the room here is we won't be combat heavy with real-time with pause or Xcom style turn based combat like a lot of our peers. I know that's divisive and it means our game won't be for everyone; but we're trying to be as clear and transparent as we can be this early in development so people can decide for themselves. I tend to prefer games that are "combat-light" and have non-combat options to solve problems, and given our budget and resource limitations we thought the "dialogue as combat" option was the best way to do that so we wouldn't have to develop a lot of additional systems. But I will say we'll lean in to the combat more than Disco Elysium did, we want it to feel turn based but using the dialogue panel and making choices about how your character reacts and what happens next. Also planning some stealth elements and light puzzle mechanics across the three character campaigns.

We still think there's a tactical element here (what equipment to bring with you, how to dress, what character to use in a given situation, what dialogue choices to make, etc.)

The other divisive issue most people mention is the lack of character creation. We wanted to focus more on tailored storylines and we want NPC's to react to race, gender, appearance, and choice of dialogue. While we know games like Arcanum and DoS2 did that well with pretty robust character creation we decided the cost of art assets and additional dialogue and QA that would be needed to do a custom character creator justice was outside our means and not true to the stories we wanted to tell. Again we think we've provided for a lot of interesting story lines and mechanics with the three characters we've chosen, and you can help guide their development through the choice of the skills you choose to develop, but no you can't create your own character with your own custom back story.

Falksi, Yes we're definitely aiming for digestible amounts of dialogue, keeping it fairly short and snappy. I was really happy with the balance in Dragonfall (and unhappy with HK by comparison which was too narrative heavy for my tastes.) We intentionally designed the dialogue UI with the film strip effect and the individual frames to force ourselves to limit the amount of dialogue in each cell and not get long-winded. I'm pretty ruthless at cutting frivolous exposition and want to be respectful of the players time (fast-travel for example).

The tarot cards are really just a replacement for dice rolls in skill checks and combat, we use them as an RNG mechanic instead and don't want people to think we're a deck-builder or anything like that. Just thought the tarot cards were a more interesting aesthetic than dice were but they function basically the same way in a skill-check as the dice did in DE.

Thanks again everyone for your time and comments, happy to answer any other questions if you have them.
Will you have characters with nice anime tiddies?
 

ntonystinson

Scholar
Joined
Nov 11, 2016
Messages
181
Hi Everyone, Isaac here the founder of Crimson Herring Studios; appreciate the coverage of our game and all of your questions and feedback! I'll try to address some of that here but happy to answer any other questions or just talk about the project more in general. Also available for an interview or something like that if desired.

Yes, the elephant in the room here is we won't be combat heavy with real-time with pause or Xcom style turn based combat like a lot of our peers. I know that's divisive and it means our game won't be for everyone; but we're trying to be as clear and transparent as we can be this early in development so people can decide for themselves. I tend to prefer games that are "combat-light" and have non-combat options to solve problems, and given our budget and resource limitations we thought the "dialogue as combat" option was the best way to do that so we wouldn't have to develop a lot of additional systems. But I will say we'll lean in to the combat more than Disco Elysium did, we want it to feel turn based but using the dialogue panel and making choices about how your character reacts and what happens next. Also planning some stealth elements and light puzzle mechanics across the three character campaigns.

We still think there's a tactical element here (what equipment to bring with you, how to dress, what character to use in a given situation, what dialogue choices to make, etc.)

The other divisive issue most people mention is the lack of character creation. We wanted to focus more on tailored storylines and we want NPC's to react to race, gender, appearance, and choice of dialogue. While we know games like Arcanum and DoS2 did that well with pretty robust character creation we decided the cost of art assets and additional dialogue and QA that would be needed to do a custom character creator justice was outside our means and not true to the stories we wanted to tell. Again we think we've provided for a lot of interesting story lines and mechanics with the three characters we've chosen, and you can help guide their development through the choice of the skills you choose to develop, but no you can't create your own character with your own custom back story.

Falksi, Yes we're definitely aiming for digestible amounts of dialogue, keeping it fairly short and snappy. I was really happy with the balance in Dragonfall (and unhappy with HK by comparison which was too narrative heavy for my tastes.) We intentionally designed the dialogue UI with the film strip effect and the individual frames to force ourselves to limit the amount of dialogue in each cell and not get long-winded. I'm pretty ruthless at cutting frivolous exposition and want to be respectful of the players time (fast-travel for example).

The tarot cards are really just a replacement for dice rolls in skill checks and combat, we use them as an RNG mechanic instead and don't want people to think we're a deck-builder or anything like that. Just thought the tarot cards were a more interesting aesthetic than dice were but they function basically the same way in a skill-check as the dice did in DE.

Thanks again everyone for your time and comments, happy to answer any other questions if you have them.
How about just customise character name looks and gender but still with a predefined backstory
 

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