Knights of the Chalice Interview
RPG Watch corners Pierre Begue of Heroic Fantasy Games to interview him about the very well received Knights of the Chalice indie RPG:
Knights of the Chalice interview
An excerpt:
I personally felt that the whole Bard's Tale clobber-you-at-level-1 thing was actually not good design, but the challenge was evidently endearing to some.screeg: KotC offers little (nothing) in the way of hand-holding, and immediately plunges the player head-first into the icy and turbulent waters of challenging, turn-based tactical combat. In my opinion, this is your single greatest departure from recent role-playing games. What led you to take this route?
Pierre: Combat is an essential part of KotC. The game doesn't beat around the bush; if you like a good dose of tactical combat within your RPGs then you will like the game. By hand-holding I suppose you mean battles that you cannot lose. If you can't lose, where's the fun? As a player, I enjoy a game more when I can see that my actions are influencing the outcome. Some of my favourite games are difficult from the very beginning. In Interplay's Bard's Tale, your level-1 party can be wiped out by a group of barbarians only a few steps away from the adventurer's guild. In Dark Sun Shattered Lands, you start the game facing monsters in a gladiatorial arena. Should you try to escape, a large group of enemy guards awaits you.
Labels: Interviews
The one real annoyance is that there can be a lot of trial-and-error related to the very first turn of a difficult battle (mostly during the last third of the game), as it's not uncommon that a single enemy archer armed with special anti-humanoid arrows gets in a -1000 HP attack on your primary spellcaster (a problem exacerbated by the game's lack of conventional D&D pre-buffing).
It's not a problem if you know about it ahead of time, that your cleric absolutely MUST have the Scribe Scroll or Create Wand feats. But it's discouraging to get into the game and then realize you'll have to play the first part all over again (or part of it).
Actually, it turns out that the crafting feats in general are pretty important, since you can make magic items even in the dungeons, and they tend to be far better than what you can find in loot (which pretty well ruins the exploration aspect of the game for me). I usually prefer not to use crafting feats, but it's an absolute necessity in this game (which should be made clear at the start).
Other than this, it's a very impressive game, though. And if you're warned about this ahead of time, it wouldn't be a problem.
So endearing that he made the really dumb decision of putting a lightning-bolt trap ambush in the demo, which I assume is unbeatable by the demo characters because it killed two of my guys in one hit. It's the demo, man. People don't get drawn into your game by seeing how hard you can kill them. They want to achieve something. Like when I found the encounter that was CR 6 for level 3 chars so I couldn't save the dwarf, I was totally motivated to level up or become good enough at the demo to win that encounter and save him. But after seeing this guy's design philosophy, it looks like he put it in there just to say "ha ha, you suck, you can't win."
Not putting a campfire in the demo annoys me too. Unhappy to see that's a feature of the game.
In fact I hate pretty much everything about this game, from there not being a hotkey for "attack" to the way my mouse can scroll the screen up but not down. But I still have this pathological urge to play it that's making me want to buy it anyway...
I left and returned later, and it turned out that the demo characters COULD win, with a little luck. They had to luck out in the first attack, then hit back hard enough with mass spells (including "silence") to keep the spellcasters from doing anything else. Then it was just a matter of mopping up.
But it's the kind of fight that you have to save and reload in order to get the right opportunity, and that's generally not much fun for me.
- September 05, 2009 8:26 AM
"I take back everything bad I said about this game"
- September 06, 2009 5:04 AM
Sounds like someone stayed up all night playing. :D
The funny thing about challenge is that, if done well, it makes games more memorable.
There's this section of Castlevania 64 (the 3D one everyone hated) involving a cliff. I must have falled to my death a hundred times, and this was early in the game so I was frustrated as all hell.
Then, somehow, I made it. It was a great feeling and I never forgot that part of the game. It actually got easier, more more "balanced" in its difficulty later... but I don't really remember those parts. I just remember the frustration and joy of climbing down that godawful cliff.
I still remember making a mad dash for the blacksmith's, which was about 11 steps away from the safety of the inn. Funny because since it was a step-engine, there was really no such thing as a "mad dash", you still had exactly the same chance to get ambushed between the two points, but it sure felt like a frantic sprint back then.
I haven't yet played KotC, but if it can recapture that feeling then I'll have a new favorite game for sure.
But I stopped playing the game myself, though I intend to go back to it later. I'm stuck between campfires, without crafting feats (which turn out to be required for play), so I need to go back to a much earlier save and try again. But I don't feel like re-doing everything I just now played, so I'll wait until it's not so fresh. (Now I'm playing Might and Magic IV and V, because of that great sale at GOG.com - old, but still lots of fun.)
The first is the aesthetic of a dangerous city where life is short and victory seemingly a distant dream. It gives you a real sense of accomplishment every time you survive an unexpectedly tough battle. Life is cheap and the challenge is tough.
The second is that death is part of the game. Dying is not actually failure, just a setback. If you lose a low level character or two, you go to the Guild and recruit new ones. The game mechanics and the world fiction work hand in hand with this. Later on, when your dead characters are actually worth resurrecting, you get an additional challenge of raising the funds to have them brought back to life, a mission with real relevance to you rather than an arbitrary one served up by a plot point. It's no less interesting than the idea of searching for better equipment or trying to level up, which are staples for many people in other RPGs. It's just the stigma of having 'failed' that puts some people off.
Yes, it could be said it's frustrating to keep losing, but nobody ever 'won' at Tetris either. It's telling you to adjust your expectations to fit the game. I think it's a shame that too many games instead have changed over time to fit the expectations.
Personally, I've never liked resurrecting dead characters in a game - any game - even when there wasn't any kind of penalty. I'll generally just load a saved game and try again. I don't know why that is - maybe, as you say, it's the stigma of having "failed" - but it's true. (Usually, of course, there ARE penalties - the cost, at least.)
So, if I can reload a saved game, that's what I'll do. And if I'm prevented from doing that, I won't be playing the game at all (I've had more than enough over the years of games that restricted saves). Games just HAVE to be fun, first and foremost.
There is plenty of room for easy games and challenging games, games where progress is just a matter of time and other games where it's going to take effort and skill. Each game can have its own aesthetic and you have to appreciate it for what it is (even if that means you don't necessarily enjoy playing it yourself).
I was just commenting on my own likes and dislikes. I certainly won't "complain" if other people enjoy different kinds of games. As you say, there's room enough for a variety of preferences.
I guess what I dislike most of all is a game that forces me to play in only one way. The old games that restricted saves are a perfect example. In addition to the practical problems with that (did they think that players always had an unlimited amount of free time in which to play games?), I really hated not having the freedom to play as I wanted.
Well, all games depend on the developer's vision. And I'm not a game developer myself. But I think they'd be wise - assuming they want to sell games - to recognize the variety of people who might want to play their game. Simple player-set options would do much to broaden the appeal of some games.
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