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Dragon Commander

Dragon Commander: Interview with Swen Vincke
While at GamesCom we had the opportunity to ask Swen Vincke some questions after the presentation of Dragon Commander.
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Dragon Commander
Dragon Commander: First Looks
We had the opportunity to see the recently announced game Dragon Commander at GamesCom 2011 to see how it looked and if there was something of an RPG in it.
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News Watch
Larian Studios - The Inspiration behind Project E by JonNik
Dungeon Gate - "Never seen gameplay approach" by Thaurin
Diablo 3 - Miscellaneous Roundup by kalniel
38 Studios - Payment bounces, can't make payroll by Couchpotato
Forum Watch
Kickstarter: Project Fedora, new Tex Murphy game by AsdraguuhlDiablo III by codename47
What are you reading ? by wiretripped
What games are you playing now? by wiretripped
May
Larian Studios - The Inspiration behind Project E
Swen 'Lar' Vincke is teasing Divi Project E ahead of the upcoming reveal with a new blog post that explains his motivation. As fans will know, Lar is a huge fan of Ultima VII and Divine Divinity was inspired by Origin's classic - he goes on to explain Larian made mistakes both Beyond Divinity and Divinity II that moved them away from that inspiration that he regrets and Project E will attempt to address that. There's also a teaser video showing journalists being shown the new title at Larian's offices - though nothing is actually revealed.
Ever since I started making RPG’s, I’ve been looking to recreate for other people the same experience I had with Ultima VII – it really is my drive. Now, in my mind I never succeeded in this but if I can believe the reviews and the fanmails, apparently Divine Divinity somehow struck the same chord for a lot of people. Which was quite motivating of course. The knowledge that even a subset of the original ambitions managed to satisfy players implied that if ever we succeeded in realizing the vision behind those ambitions, we might very well have a very big hit on our hands.
But as it happened, after the first Divinity, I lost track a bit – Beyond Divinity definitely wasn’t as good as Divine Divinity, and I always regretted making that one, even if it got ok reviews. Then the second mistake was made – the joys of console development steered Divinity II far away from the original idea, and so many compromises were made in that game that what shipped was but a shadow of what I had envisioned it to be.
While some of that was rectified it with the release of Divinity II: Dragon Knight Saga, in truth there are only a few gameplay moments in there that come close to the reason I set up this company.
So I explained to the journalists that with project E, I wanted to rectify that. When I’ll be playing the final version of project E, I hope that I’m going to get my Ultima VII vibe back, the method being recreating all of the values present in these masterpieces, and then taking it one step further.
Larian Studios - The side journalists never see
Swen Vincke writes another fascinating blog about the stress of preparing for press events. There's no detail about the games but for those interested in the human or business side of gaming, it's a great read:
Three sicks guys sitting in front of a TV screen in the middle of the night – one has a splitting headache, the other a bad case of chinese food poisoning and the third, being myself, has a high fever.
What are we doing ? Preparing for a horde of journalists invading our offices to check out our new games.
It’s not going well – Dragon Commander has been crashing randomly throughout the rehearsal presentations, and one of main features of project E game doesn’t seem to be doing what it should be doing.
We’ve been ambitious in what we wanted to put in this demonstration, an now we’re paying the price.
April
Larian Studios - The caveman who discovered fire
Swen Vincke has posted a new blog entry, discussing his reaction to their ~$45k E3 budget and how the marketing people convinced him it was a good deal. There's no insight into their games but those interested in the business side will find this a good read, as always:
Because we are showing two games, we figured it’d be a good idea to have a wall in the middle of the booth so that we actually have two booths for the price of 1. Yes sir, we are clever little devils at Larian !
Because we also want to make it a bit cosy, we figured that instead of the ugly grey these standard closed booths come in, it’d be cool if we’d have our walls in black with a red carpet, just to set us apart a bit.
Cost – 7607US$
Well, clearly we’re not going to pay that much black walls and a red carpet, so we figured we might as well bring our own paint and carpet.
Unfortunately, it turns out you can’t because only union workers are allowed to do anything on the show-floor, and I really mean anything. Needless to say that with such a monopoly, the prices of these workers aren’t exactly competitive.
March
Dragon Commander - The Cost of Dialogue #2
Larian shows off their trademark humour with a humorous unboxing video of some mocap equipment that will be used for Dragon Commander. Worth a quick look for a laugh.
This video accompanies a new blog post from Swen Vincke where he looks at the extraordinary cost of facial capture that lead to the decision to buy their own equipment. From The Cost of Dialogues #2:
The decision to do it this way came after checking plenty of other solutions, ranging from trying to set something up oursevles with Kinect devices (cheapest) to hiring simultanous body & facial capture studios (most expensive).
The latter had prices in the range of $1000 to $2000 per minute which would cost us between 0,5M US$ to 1M US$. I actually contemplated this for some time, but then decided against it. I figured that in the end we’d be best served if we could come up with a homebrewn solution, even if that causes a bit more pain and might in the short term not give us the highest quality solution.
Thanks, Alrik!
Information about
Dragon CommanderSP/MP: Single + MP
Setting: Steampunk
Genre: Strategy-RPG
Platform: PC
Release: In development
Dragon Commander - What's Going On?
Larian's Swen Vincke has posted a new blog entry titled What's Going On With Dragon Commander? The post covers a lot of territory from recent hires (congratulations to Raze from their forums who has been hired as a community manager), to their current focus, to engine changes. Lar also announces they will have their own booth at E3 (not under the umbrella of a publisher) and will reveal Project E:
As a quick recap, Dragon Commander is a game that is played in several turns. Each turn, you make decisions in a RPG fashion that affect the flow of the game. You research and invest in magic & tech, upgrade your dragon & fleet, and decide how to run your growing empire and what territories you want to attack. Then, you engage in combat, using your dragon & fleet side by side to defeat your enemy.
At this point, we’re pretty much done with how the RPG part will work, are in the middle of dealing with the strategy part & have changed the combat gameplay drastically so that it has much more depth.
The big problem we had with the combat was how to ensure that controlling both your dragon and your fleet at the same time was fun. It took a lot of iterations and try outs to get that balance right, but I think we finally cracked it.
Thanks, Alrik!
Information about
Dragon CommanderSP/MP: Single + MP
Setting: Steampunk
Genre: Strategy-RPG
Platform: PC
Release: In development
Larian Studios - Thoughts on Game Journalism
Larian head Swen Vincke has an interview at Neoseeker and follow-up blog post on the state of game journalism. It's not specifically RPG related, although Dragon Age 2 serves as one of his examples:
Scoring is an issue in itself. As an editor, personally, I hate scoring. For awhile we didn't score our games; we brought it in eventually. I understand the need of it, and why it's useful, but it causes so many problems, with readers and PR. Idealistically I would like to eliminate scoring but that's not happening.
It's insane it can have such an impact. I was comparing numbers for Divinity II: The Dragon Knight Saga and Dragon Age II, because it had the same Metacritic rating (82). I went to look at the user scores for both games, and Dragon Age II had 73% user score on GameSpot, 70 on Amazon, and 42 on Metacritic, over thousands of votes. In our case it was much higher; our Metacritic fits more with our user score: 85 on GameSpot, 84 on Metacritic, 90 on Amazon. I know it's because it's purely PR machine work.
And if you look at the trends you see the initial Dragon Age II reviews were very high, and as you go over time...
February
Larian Studios - Organic Development
Lar has penned a new blog entry titled Organic development - how random ideas became strategy and looking back at the inception of Dragon Commander and Project E. Returning back from visiting some publishers, Lar scribbled some thoughts about game pitches. My comment: Lar, make the vampire game as well!
Summarized the pitch boiled down to
“Victorian Vampire is a new mature-audience steam-punk RPG set in 1861 in which you take on the role of a young brilliant archaeologist who becomes a vampire against his/her will, and travel the world of the American civil war, Ferdinand Graf von Zeppelin and Louis Pasteur in a mad race against somebody who should not have been woken.”
Thanks, Alrik!
Divine Divinity - How Lar Tried To Save It
Lar has a fascinating piece on his blog, titled How I tried to save Divine Divinity. This is one for fans of the business side of gaming or who are interested in the history of Divine Divinity or Larian. It's quite long but I enjoyed it - Lar's intro explains the situation:
Back in 2001, Divine Divinity was in serious trouble. Several people at our publisher, CDV, wanted to kill the game because it was late, and our publisher’s producer needed help defending the game at an important internal publisher meeting. The goal of that meeting was a re-evaluation of their entire portfolio, and I was asked to write up a list of what I considered to be the strong and weak points of the first Divinity.
Back in 2001, Divine Divinity was in serious trouble. Several people at our publisher, CDV, wanted to kill the game because it was late, and our publisher’s producer needed help defending the game at an important internal publisher meeting. The goal of that meeting was a re-evaluation of their entire portfolio, and I was asked to write up a list of what I considered to be the strong and weak points of the first Divinity.
I figured it might be interesting to share the mail I sent to the producer with you.
Information about
Divine DivinitySP/MP: Single-player
Setting: Fantasy
Genre: Action-RPG
Platform: PC
Release: Released
Dragon Commander - Interview @ RPGCodex
RPGCodex has an interview with Larian Studios founder Swen Vincke. Swen talks Dragon Commander as well as Choice & Consequence, his design philosophy as well as other topics. Here's a snippet:
12) I agree C&C has become a bit of a buzzword as of late. Well, having real options in each quest sure sounds good. You've never focused on C&C in your previous games; what caused this change in design direction on your part?
I actually always wanted to have deep integration of choice & consequence in our games, but for some reason (well actually a whole list of reasons), we never managed to do it correctly. So this time, we made sure from day 1 that this wasn't going to happen again, and we made the choice & consequence mechanics so fundamental to the game, that we don't have any err... choice in the matter. We also took our time to prepare the implementation of this properly, an advantage of the self-funded development approach.
13) You also said that the limitation of branching is the visualization of consequences. Could you elaborate on this? How does the need for cinematic representation in modern games influence your job as a designer?
Funny that you ask this - I just wrote a piece on my blog about that. The limitation is the performance acting - if we go full voice, full motion and facial capture - obviously the more dialogue is in the game, the higher the cost, and that's a limiting factor. The RPG systems we now have in place, after doing this for over 10 years, allow us to script pretty much anything we can think off, but showing it all cinematically, that's always going to require quite a lot of effort, and the question is, how far do we go and how much money do we put in it. All the money we put in that, we can't use for anything else.
Information about
Dragon CommanderSP/MP: Single + MP
Setting: Steampunk
Genre: Strategy-RPG
Platform: PC
Release: In development
Larian Studios - Choice and Consequence
In a decent RPG choices should have consequences or at the very least give you the feeling your choices matter and something in the world is changing because of them. Swen "Lar" Vincke talks about how choice and consequece is being implemented in Dragon Commander and also in Project E. Besides that he also promises more new stuff from Dragon Commander to be released this month.
Our idea is to market Dragon Commander as a game that gives you over 300 choice & consequence situations, with plenty of examples that clearly differentiate it from the rest of the pack. Of course we’re cheating a bit, because we’ve created the entire gameplay around this choice & consequence mechanic, but nonetheless, I’ll consider it quite a feat when we succeed in this.
In Dragon Commander the entire concept is built around a bunch of possible protagonists/antagonists, each having their own story trees that impact the story trees of the the other main characters, with the player being the one that decides in which direction the plot navigates by making a series of decisions. Several of these decisions affect relationship parameters, and once these go over a certain value, the story branches.
January
Larian Studios - Should Indies Go Retail?
Swen "Lar" Vincke discusses why indie developers should think about retail releases more often compared to only going for digital publishing on his personal blog.
Larian’s distribution strategy can be summarized as follows, sorted by how we prefer a sale to be made.
- 1. Direct Sales – Via Larian Vault & forums. Full control, largest margin, allows direct contact with our players.
- 2. Steam – Reliable, report on time, pay on time and regularly, are very developer friendly
- 3. Other digital sales – Easier than retail, monthly payments, you occasionally ned to yell a bit to get your money.
- 4. Retail in key markets – It’s possible to work with civilized companies that are ok, even if they are stressing for the moment.
- 5. Retail sales in non-key markets – Need to work with either finished goods deals, so sales/messaging can be controlled – be damned sure about who you are dealing with.
Dragon Commander - Interview @ Rock Paper Shotgun
Rock Paper Shotgun has interviewed Swen "Lar" Vincke on Dragon Commander and on the move of Larian Studios to become self publishing.
RPS: Yes, the game does seem quite different to your previous offerings, can you explain why you went that route?
Vincke: I have this little notebook here full of game ideas that I’d like to do, and I’ve tried pitching them to publishers, several times, and I’ve never managed to get funding. Since we’ve said that we will now go completely independent it was time to take a look in the little notebook and see what we’re going to make. Out of that came Dragon Commander. It’s a blend of genres that I’ve always liked to play – my gaming education was in the Amiga times, and the C64 before that – and I remember playing this Cinemaware game, Defender Of The Crown, which was something I liked, and it was a genre that faded away. But if you put modern production values on that, and add all the innovations of the intervening years on that, then you have something appealing. And in any case I would like to play it, so we said “okay let’s bet on that”. It’s risky! I pitched it to the usual suspects and they all looked at me… suspiciously, let’s put it that way.
Information about
Dragon CommanderSP/MP: Single + MP
Setting: Steampunk
Genre: Strategy-RPG
Platform: PC
Release: In development
Larian Studios - The Marketing Budget
Swen "Lar" Vincke continues his articles on publishers with a short one about why developers should be carefull in discussing the marketing budget with examples of how that budget is sometimes spent.
It’s extremely hard to argue whether or not marketing costs are allowed. So make sure that they are capped, that there is a detailed plan that’s updated continuously (which requires your approval) and work with continuous reports, preferably monthly. If it sounds too much to ask, it’s not. It’s what publishers put in their contracts when dealing with one another, because they know how things work.
Otherwise you’ll encounter situations like - ”Sure I went to a casino, but it was with the editor in chief of magazine X. We want to be in magazine X, right ? And the guy indeed likes strippers. But you got the article right ? Nobody wanted to write about your game otherwise” might be one of the arguments you hear.
All I ever got was dinner and a sandwich (not at the same time)...
Dragon Commander - Chinese New Year Promo Offer
Larian has a free humorous Chinese New Year promo, offering up a Dragon Commander in-game item in return for your email address:
Dear Customers,
Today we celebrate the arrival of the year of the Black Water Dragon.
The whole team of The Burning Imps, Inc. is proud to announce that this wise and powerful creature now uses our Silverfire™ jet-pack technology to satisfy its travel and combat needs.
Last year, the Silverfire™ tech has been voted as Best in Class by both The Rivellon Times and The Raven's News.
If you want to join the Black Water Dragon, and use the superior Silverfire™ technology, you can sign up here for your FREE trial offer (*)
Information about
Dragon CommanderSP/MP: Single + MP
Setting: Steampunk
Genre: Strategy-RPG
Platform: PC
Release: In development
Larian Studios - Quality over Quantity
Swen 'Lar' Vincke writes about the "quality over quantity" debate and his own internal battle with the subject. He also mentions Project E in passing and although fans will know this is a full RPG, he confirms it saying "project E is very much what people expect from us, a big RPG with all the stuff that goes with it". He also discusses the data that suggests polish is better than game length at the end of the day:
Enthousiastically the designer told me – yeah cool, it’s going to be really epic, really really epic. Sadly this was quickly followed by him being disappointed because I told him –we should cut. This didn’t go down well and he argued quite strongly and well against it, but in my mind the decision was already taken – every single alarm bell ringing very loud inside of me. Looking at that very long and high wall, I knew that without intervention this game was going to be way over budget and really late.
So I told him, cut about one third, rewrite the story in such a way that we can still add the one third (for the unlikely event that we’ll be ready with it ahead of time) and then we’ll see.
I broke his heart, and I also broke mine, because the small boy in me actually wanted the world to even be larger. But the big boy said, you can’t do this. Probably one third isn’t even enough, you might have to cut half.
Larian Studios - The Route to the Very Big RPG
Once again, Swen Vincke has blogged about Larian's plans to make "the very big RPG that will dwarf them all", with more interesting insight into the business side. On the cost of making Dragon Knight Saga:
Here’s a break-down of what it cost us to make the Dragon Knight Saga
- 4M € employees
- 900K€ freelancers
- 270K€ outsourcing of artwork
- 200K€ hardware
- 700K€ software licenses
- 400K€ localisation
for a total of 6,5M€. That’s a lot of money and as the Dragon Knight Saga was released via co-publishing deals , it also meant that we needed to take care of the majority of this investment ourselves, since the publishers only contributed partially to the funding.
Larian Studios - The Revenues of a Game
Lar has made another update to his blog where he briefly explains the revenues of a game with the promise to explain more about this at a later stage.
On a 39,95 game in Germany, this is a typical breakdown found in royalty reports (numbers rounded)
- The state (VAT 19%): -7,5€
- Retail: -10€
- Inflated publisher costs: -5€ (Logistics, sales and payment conditions)
- Cost of goods: -1,5€
- Net revenue: 15,95€
So if you sell 100K units in Germany, your net revenue in theory is about 1,6M€. For the record, most games do not sell 100K units in Germany.
Larian Studios - How Larian Became Self Funding
Lar writes in his column today what moved him to make Larian Studios self funding. In it he writes about what publishing tasks can be done by Larian and that for getting boxed copies of the game in shops a publisher would still be needed.
So after having sat through several of those defining first-impression moments where I saw the marketing guys pick up their blackberries after seeing a couple of minutes of footage of the games we were working on, I came to the conclusion that if the game wouldn’t look and move like a first person shooter at the same stage of development, and didn’t feature a big hook that could be communicated in one phrase, it would never work. The only thing that would work would be if I showed a powerpoint where I say – dude, the previous game sold 3 million units – so even if you don’t get it, there’s a market.
Somewhere in between one of those meetings I made the decision that the only way we could break through would be by doing it ourselves, without the involvement of a large publisher. Given an environment in which record sales require massive polish which in turn requires massive investments, I needed to find a way to get access to that investment, without the shortcut of getting it from a publisher.
So I asked myself, why do you need these people anyway ? Seriously ?




