Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Bard's Tale The Bard's Tale IV Pre-Release Thread [RELEASED, GO TO NEW THREAD]

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
Somehow i don't see me paying more then $100 for this game, and if the pitch video does not catch me, then i doubt even the 25$.

Brain in his pitch video is going to claim he helped create the "internet".
Then a lazy 3+ million will roll in on the "Preordering system!"
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,928
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Yeah, now that someone finally listened, I'm confronted with a crisis of conscience: did I argue with such conviction for a low barrier of entry because I genuinely believe in my heart of hearts that it will be better for the KS? Or was I just trying to chisel a lousy $5 for myself?

*deep breath* It's for the good of the KS.

*deep breath* It's for the good of the KS.

OK, I feel better.
 

gestalt11

Arbiter
Joined
Apr 4, 2015
Messages
629
I loved the Bard's Tale games but I have two concerns:

1) Bard's were cool and all but one of the things I really liked about BT was the way the Mage types all swapped around and upgraded and that hasn't been mentioned. Some of the other classes were fairly cool and interesting for the time, Hunters Monks etc Although Wizardry 8 monks and ninjas were cooler. Then again Wizardry 7-8 class switching was pretty cool too. Still I like the whole magician to sorceror to wizard thing it was really much cooler than the Bard gimmick.

2) I have no real solid idea what this gameplay is gonna be like.

Until they answer #2 in some concrete way I ain't backing it.
 

Mustawd

Guest
If Fargo gets me hyped to play a remake of an old ass blobber with tons of trash combat I'm gonna back this thing around $50.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
From what I'm seeing on the forum post there are simply two Early Bird tiers $20, $25, and then $30 for the 'normal' tier. Anyway, for me it's a moot point. Since you need to pay $75+ for beta access I'll simply wait until release.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
Yeah, now that someone finally listened, I'm confronted with a crisis of conscience: did I argue with such conviction for a low barrier of entry because I genuinely believe in my heart of hearts that it will be better for the KS? Or was I just trying to chisel a lousy $5 for myself?
:cmcc:

If this doesn't work out you and me are going to have to have a very long talk, Zombra.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,652
Location
USSR
From what I'm seeing on the forum post there are simply two Early Bird tiers $20, $25, and then $30 for the 'normal' tier. Anyway, for me it's a moot point. Since you need to pay $75+ for beta access I'll simply wait until release.
You realize you're going to buy at a higher price than 20, right? And 35% of that will go to Gaben. And it'll be useless anyway because the game will have been made at this point. It's really better to do it now.
 

Alchemist

Arcane
Joined
Jun 3, 2013
Messages
1,439
People who wait to buy on release will be funding the "enhanced edition". :lol:

But wouldn't it be nice to give them enough now that they wouldn't have to make an enhanced edition - and make it high quality right out the gate?
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
From what I'm seeing on the forum post there are simply two Early Bird tiers $20, $25, and then $30 for the 'normal' tier. Anyway, for me it's a moot point. Since you need to pay $75+ for beta access I'll simply wait until release.
You realize you're going to buy at a higher price than 20, right? And 35% of that will go to Gaben. And it'll be useless anyway because the game will have been made at this point. It's really better to do it now.

I realize I'm not interested in preordering a game 2-3 years in advance without being able to play it during beta. To say the $40 I spend on release will be 'useless' to them is like saying anyone buying their previous games on release is useless. They're a business looking to sustain themselves for years in the future.

But wouldn't it be nice to give them enough now that they wouldn't have to make an enhanced edition - and make it high quality right out the gate?
I doubt any amount they get will prevent an 'enhanced' edition. It's not like they got chump change for WL2.
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,368
@ Brother None

Will there be separate keys for beta and final versions of the game? I usually back at a high enough level to get into beta, but I'm not really interested in playing beta-tester, so if possible would like to give away beta-access to someone like Metro who is willing to do so
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,368
Well, if you want to play a beta, you already make a sacrifice for the greater good, just look at Sensuki's harrowing PoE experience, I rather start to play when a game is finished (enchanced edition 2nd patch or so)
 

Whalenought_Joe

Whalenought Studios
Developer
Joined
Apr 11, 2014
Messages
215
Location
Nosgoth
So happy Serpent is releasing to have some expendable income for the first time in a year — no better way to spend it than giving it to Brian Fargo. So stoked to see the Kickstarter.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
@ Brother None

Will there be separate keys for beta and final versions of the game? I usually back at a high enough level to get into beta, but I'm not really interested in playing beta-tester, so if possible would like to give away beta-access to someone like Metro who is willing to do so
Kinda early days for me to make any statement/guarantees there. I will say we got around this problem for Wasteland 2 by allowing you to de-activate your key and get a new/GOG.com one, and for Torment we're looking into the separate keys solutions. With either solution, your Metrocharity would be possible.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,562
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
New interview: http://www.gamewatcher.com/interviews/the-bards-tale-4-interview/12241

WE CHAT TO BRIAN FARGO ABOUT INXILE'S LATEST ATTEMPT TO BRING A CLASSIC RPG FRANCHISE BANG UP TO DATE
about 13 hours | By Nick Horth


I’m fairly sure the team at inXile never actually sleep. Not only are they working on Torment: Tides of Numenera, and a Game of the Year Edition of Wasteland 2, but they’re prepping yet another crowd-funding drive to resurrect one of the studio’s classic franchises. A Kickstarter campaign will begin next month for The Bard’s Tale 4, a true sequel (that has nothing to do with the oddball comedy spinoff of 2005) to the dungeon-crawlers that helped make the company’s name back in the 80’s and 90’s. I spoke to inXile founder Brian Fargo about the studio’s next undertaking.

GameWatcher: Why did you decide to revisit The Bard’s Tale series for your next project?

Brian Fargo: One answer is that I love the dungeon crawl. I grew up playing Wizardry, Might & Magic, and then of course we did Bard’s Tale. I love the genre, and I’ll love it twenty years from now. I thought there was an opportunity to bring a more advanced form of that game into the 21st century. So that was part of it, it was also the most requested thing that I got from the fans – a true and proper sequel. You’ll remember we did the comedy version in 2005 which exists in a world unto itself, but people wanted a true sequel, and fortunately I was able to negotiate with EA for the full licence so that we could do that. I think those are the biggest things, but also there’s some serendipity that this year marks exactly thirty years since the first game was released. It’s also nice to try something different, not just move on to a new version of something we’ve just done. For all those reasons, really.

GameWatcher: You mentioned the 2005 Bard’s Tale there, which was very much a comedy game. Are you bringing anything from that interpretation across to this new project, or is that very much a spin-off that you’re not taking into account?

Brian Fargo: No, you really have to look at it as a separate spin-off that has nothing to do with it. It’s funny, there’s a group of people that really love that comedy version. In the beginning we did it, and the people more familiar with the old games said “hey guys, this wasn’t exactly what we were expecting”, but since it came out, and especially once we put it onto mobile, it’s sold a tonne of units and people love it. So there’s people who want a sequel to the comedy now! But no, you’ve got to look at that game as a product in its own right.

It came about for a number of reasons. One I was in a bit of a cheeky mood and wanted to make fun of role-playing games, I was busting through a lot of RPGs at the time, and they’d all send me into a tunnel to kill rats. I thought “I can’t believe they’re still doing this”, so I thought it’d be fun to have a protagonist who acted like he’d played too many of these games as well. And then it was couple with the fact that I didn’t have the rights to the copyright, so I had to do something a bit different. It was very difficult at that time to get a PC financing deal, so it had to be a console game. When you add all those things up, you end up with something very different. But this new game is very much a true sequel.

GameWatcher: You mentioned there that dungeon-crawling games can feel a bit over-familiar at times, in terms of story setup, combat, the enemies you face and so on. How will The Bard’s Tale 4 differ?

Brian Fargo: Well way back then we were bashing some rats ourselves, but at least that was before you saw it everywhere. With this new game, I think the important thing is to make the combat interesting. A rat isn’t going to be too smart, right? I know there’s the old trick of throwing trash mobs at the player from the start, but we need to try and make that more interesting. One of the things we’re doing is ‘dynamic phase-based combat’. The first game was phase-based, which meant you would have your party, issue all your instructions, and then they’d all go off at once. So the first guy would attack, then the second would defend and so on. Those actions would all play out, but if the playfield changed, maybe an enemy you were planning to hit died, you’d miss your attack. I think it was too passive in nature for today’s audience.

With this one, it’s still phase-based, but when you issue a command you’ll see the results straight away. It’s far more dynamic, and means you can react to changes on the battlefield. For me the combat has to be right, it has to really challenge you and engage your brain constantly. Some of those games… have you played many of those classic dungeon crawlers?

GameWatcher: I’ve played a couple of the old Might & Magic games, but mostly my experience with the genre is from recent revivals like the Grimrock series.

Brian Fargo: I don’t want to criticise any specific titles, but running backwards can’t be the primary tactic, you know? We want something a lot more interesting than that.

GameWatcher: It must be a different challenge from what you did with Wasteland 2, which used a very familiar turn-based combat engine with a top-down view. Here you’ve got to find a way to modernise elements of a genre people aren’t quite as used to these days, while still keeping the core fans happy.

Brian Fargo: It’s an interesting question, because I get that a lot; “how are you going to bring this up to date?” People forget, I only play modern games. I only play Shadow of Mordor, and Hearthstone, and BioShock. It’s not like I’ve just come out of a coma, and all the UI, modern things that people are doing, we’ll have that too. One of the things recently that happened was that I referenced Hearthstone. Look, we’re not doing a card game, but part of the cadence of that game’s combat system is that it’s phase-based. You’re playing a card, and playing a card, and they’re almost like character slots – some do random damage, or have random effects, so you don’t ever know exactly what’s going to happen, and your next card play is based upon what happened with the last one you played. That’s what I mean about the system being snappy and dynamic like that. Constantly changing. I think I confused some people with that statement, people thought we were doing a card game, but I meant it more in terms of cadence and pacing.

So my point is, I only play these modern games, and when we’re looking at getting things like the UI and combat systems across, we’re focusing on what’s out today. With Wasteland 2, as you mentioned, we decided we were going to do an isometric, turn-based game. For that we don’t deviate, because that’s a very specific experience. Did you get a look at the screenshot we sent out?

GameWatcher: Yes, I did. The lighting’s looking very pretty on the Unreal engine.

Brian Fargo: It’s going to be really fun to show off our graphics chops, because the guys are doing a really phenomenal job with it. Part of that’s the need for immersiveness, which is kind of a generic word these days, but when I’m creeping around that dungeon looking for clues, hearing monsters in the background, it’s going to be a great experience.

GameWatcher: The exploration is real-time, right? And then you’ll jump into the the combat system when you run into an enemy.

Brian Fargo: Exactly, so you’ll be moving around that dungeon in real-time, full-screen mode. When combat starts we’ll probably pull the camera back a bit, show a bit more of the combat area. Your characters will be represented somehow, we’re still working on whether they’ll be full models or represented by portraits, that’s a budgetary consideration, but one way or the other we’ll show you the scene and throw you into the phase-based combat. One of the beauties of what we’re doing is that the Unreal Engine can do some powerful, beautiful things, but often when you get to the project your bandwith is taken up too much by multiplayer, AI, all that stuff. You don’t get to do all the awesome things you can do in the demo. Because exploration in our game is essentially just walking around, without having to worry about forty things running around, we get to really show off. Same in combat, because it’s turn-based, you have a lot more bandwith to show off the beauty that you’ve seen in that shot.


GameWatcher: It’s interesting, one of the games I played recently was Might & Magic X, a similar kind of modernised dungeon-crawler that kept the grid movement for overland exploration. I found it horribly off-putting, because when what you’re seeing isn’t abstracted, when it’s all being shown off in this neat, shiny graphics engine, sliding around the world in only four directions feels incredibly awkward.

Brian Fargo: That’s an interesting point. There’s raging debates on the forums about whether exploration should be freeform or gird-based. There are some positive aspects to the grid system; things are very specific, it’s easy to remember where you were, you can use grid paper in that old-school style to record your location, we can do all these neat things with perspective like spin you around, drop the floor out from beneath you. But yes, it feels a little unnatural in today’s modern day games that I’m locked in. You see a world like the one in The Vanishing of Ethan Carter, you want to look at that world, you don’t want to be locked in. So we chose a kind of compromise. You can move on a grid if you want, but we allow you to pop off from the grid. However, when combat starts we pop you back on, but of course at that point it’s a battle so it doesn’t matter. That’s our compromise for getting the best of both worlds.

GameWatcher: What kind of balance are you looking for between questing and dialogue in The Bard’s Tale 4? Does dialogue play a big role in the game?

Brian Fargo: Well it won’t have nearly the text load of something like Wasteland 2, won’t have a fraction as much dialogue as that. But we’ve done a lot of research on Scottish folklore for the quests, and we’ve had a blast with that. I just got back from Scotland a week ago. The original Bard’s Tale was set in Skara Brae, in the Orkney Islands, and they have this really rich, odd folklore up there that’s fascinating. The quests just write themselves, and the situations are so bizarre.. it’s better than anything you could make up. We want to have all that, so you have the Shrouders stealing babies, all the stuff they believed in back then. We can’t help ourselves with quest design, we’ll have some branching pay-offs for quests, like “what if they don’t do that?” The game is less quest-driven than other games like Wasteland 2, but we’re doing our damnedest to make sure the quests are interesting, and not full of the usual fantasy tropes.

I should mention that the other pillar the game rests on is the puzzles and riddles. One of the games I was inspired by recently was The Room, on iOS. It’s really brilliant. You start out with just a chest, which doesn’t sound that interesting, but it’s fascinating how rewarding it is to physically manipulate objects in the world. So you walk around, look at the chest and see a latch on the front. Boom, you open the chest, and there’s another chest inside of that. Manipulating objects in the world like that makes it feel incredibly real. We have a team of developers for Bard’s Tale 4 who do nothing but design the puzzles throughout the world. Back when the first game came out, you’d make a really tricky puzzle, and if the player got stuck – that was it. They were dead in the water. That’s not something people want now, so instead we’ll reward players for figuring these puzzles out. You solve a really complicated puzzle, and you’ll get a really cool item. If you don’t want to do that, you don’t have to. This kind of physicality stretches to all your inventory items too.

I like to give the example of sword that you’ve been using for hours, then you take a lot at it, and there’s a switch on the pommel. Ah ha! You click it, and your sword lights up, it’s a magic blade. So the exploration is both at a macro level in your environment, right down to the micro level with your equipment.

GameWatcher: As for the storyline; the first three games have a definite arc, does the new game follow on from that, or is it set in a completely new time period?

Brian Fargo: It does follow up, it’s some hundred years in the future, but it’s going to bring in all the fiction from the past. It’ll answer some questions. In the first game Mangar enveloped the city of Skara Brae in ice, and then another wizard came, then another. Why are all these dudes interested in Skara Brae? There’s a reason, and the player doesn’t know what those reasons are yet. All those old characters are dead, we won’t pull any cheap tricks to bring them back and make you fight them again, but they live on through their cults, and there’s still a reason why all these powerful people focused on this place.

GameWatcher: Do you feel more comfortable raising funds through Kickstarter now, having had a lot of success with it in the past?

Brian Fargo: I’m never comfortable (laughs). I think that everything you do has risk, so I’m cautiously optimistic. We always learn a lot, with every campaign we do. There was definitely a greater learning curve from Wasteland 2 to Torment than there is from Torment to Bard’s Tale 4. One of the things I did in the first campaign we ran, which worked out great, was I started talking to my audience way before we were ready to start. Discussed stretch goals and tiers, worked out was really valuable to them. So they really helped me hone in on what made sense. The thing I learned was that you need things that are interesting to people outside the core audience. Preaching to the converted every other day doesn’t gain you much, in the sense that they’re on board already. So we have to think of things that might catch the eye of a new audience, and of press people like yourself. New classes and things are all well and good, but you need to come up with things that will keep the interest up over the course of the campaign. That’s easier said than done.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,562
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The first game was phase-based, which meant you would have your party, issue all your instructions, and then they’d all go off at once. So the first guy would attack, then the second would defend and so on. Those actions would all play out, but if the playfield changed, maybe an enemy you were planning to hit died, you’d miss your attack. I think it was too passive in nature for today’s audience.

With this one, it’s still phase-based, but when you issue a command you’ll see the results straight away.

Sounds like what they're doing is less classical "phase-based" and more like X-COM-style "squad turn-based", only in a blobber.

Also:

All those old characters are dead, we won’t pull any cheap tricks to bring them back and make you fight them again, but they live on through their cults

16:25 - Infinitron: btw inxile sure does like cults
16:25 - Infinitron: all three of your games have cults
16:26 - Brother None: It's coz we're all in a cult
16:26 - Brother None: The cult of Brian
 
Last edited:
Vatnik
Joined
Sep 28, 2014
Messages
12,652
Location
USSR
I realize I'm not interested in preordering a game 2-3 years in advance without being able to play it during beta. To say the $40 I spend on release will be 'useless'
Most likely you'll be able to buy the beta for +20$ now or later. That's how it was with TToN. Bought the early bird for 20. Then added 20 more to get the beta.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom