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    Interview: Nic Tringali of The Banished Vault (Part Two)

    enSeptember 25, 2023

    About this Episode

    In part two of our conversation with Nic Tringali, we go deeper into their development process. Design and prototyping, testing, setting victory conditions, and the delightful old-school addition to the game: the manual.

    00:00:00 - Theme - how did the look come together? Concept of cathedrals stretching through time.

    00:04:20 - Worldbuilding, problems with history

    00:07:00 - Dramatic play, victory conditions. Surviving to tell a story, rather than survival as an inherently interesting goal.

    00:17:40 - Development: transitioning from John Wick: Hex and Arcsmith, managing stress.

    00:26:17 - Design and prototyping, planning features, play testing, development timeline

    00:41:10 - The manual: The Banished Vault has an accompanying manual in the old style, the kind that used to ship with every game. What was the thinking behind this?

    00:51:48 - Where to find Nic

    Recent Episodes from Seria Ludo

    Interview: Nic Tringali of The Banished Vault (Part Two)

    Interview: Nic Tringali of The Banished Vault (Part Two)

    In part two of our conversation with Nic Tringali, we go deeper into their development process. Design and prototyping, testing, setting victory conditions, and the delightful old-school addition to the game: the manual.

    00:00:00 - Theme - how did the look come together? Concept of cathedrals stretching through time.

    00:04:20 - Worldbuilding, problems with history

    00:07:00 - Dramatic play, victory conditions. Surviving to tell a story, rather than survival as an inherently interesting goal.

    00:17:40 - Development: transitioning from John Wick: Hex and Arcsmith, managing stress.

    00:26:17 - Design and prototyping, planning features, play testing, development timeline

    00:41:10 - The manual: The Banished Vault has an accompanying manual in the old style, the kind that used to ship with every game. What was the thinking behind this?

    00:51:48 - Where to find Nic

    Interview: Nic Tringali of The Banished Vault

    Interview: Nic Tringali of The Banished Vault

    Nic Tringali - The Banished Vault

    Nic Tringali is a game designer for Bithell Games. Their recent release The Banished Vault (published by Bithell Games’ Lunar Division) is a gothic space-faring exploration and survival game, released on July 25th to very positive reviews. We talk with Nic about their early gaming inspirations, before getting into the gameplay mechanics of The Banished Vault.



    00:00:00 - Introduction - Life post-launch, how did you get into games
    00:04:00 - Influential early games - Morrowind, Stuntman
    00:09:20 - Board games and their cross-pollenation with video games
    00:14:57 - Complexity and planning in The Banished Vault: space mechanics
    00:32:21 - Complexity budget: how did Nic decide which choices were interesting for the player, and where to put the complexity?
    00:37:30 - What kind of player did they have in mind?
    00:39:40 - The aesthetics of The Banished Vault: art and sound
    00:47:01 - Where to find Nic

    Seria Ludo
    enSeptember 18, 2023

    Interview: Josh Sayer of Pentiment

    Interview: Josh Sayer of Pentiment

    Josh Sawyer of Obsidian Entertainment has one of the more robust CVs in game design: Iceland Dale 1 and 2, Fallout: New Vegas, Pillars of Eternity 1 and 2 and most recently, the highly-praised historical role-playing game Pentiment.

    We focus on various aspects of the production of Pentiment: avoiding burnout, drawing from meticulously-researched historical material, dealing with religion (both as a nexus of temporal power and a daily spiritual presence in peoples lives), as well as covering gameplay and narrative aspects.

    00:00:00 - Introduction

    00:01:00 - Life post-Pentiment, comparison with the aftermath of Pillars of Eternity: Deadfire

    00:04:20 - Managing production stress and preventing burnout, for individuals and for teams

    00:06:50 - Balancing personal vision, and the requirements of publishers. For their next project, team morale will be the number one priority.

    00:08:30 - Allowing team members to play to their strengths.

    00:11:30 - Dealing with history and religion as opposed to fantasy worlds. Engaging with "microhistory" as opposed to top-down, ruler-first historiography; examining the daily lives of the people of an era.

    00:16:56 - The difference between taking inspiration from history and literature, as opposed to games that draw primarily on other games.

    00:21:26 - Religion in Pentiment: "I consider myself an atheist but, like, who cares." The personal nature of characters’ engagements with God, the Devil, spirituality, and the church as a political entity.

    00:31:41 - The politics of power in Pentiment

    00:43:02 - Gameplay and narrative consequences in Pentiment - major (plot-altering) and minor (aesthetic, dramatic, personal)

    00:50:50 - Contrasting this kind of design in Pentiment with consequences in the final act of Deadfire

    00:51:50 - Dramatic immersion in Pentiment: keeping the dramatic intimacy through rituals and role-playing mini-games.

    2023 Season Intro

    2023 Season Intro

    Tim and Joel return after a hiatus for the first episode of 2023. We talk about the future direction of the podcast - which, now that Tim’s own game development projects are picking up steam - will involve a more design-focussed approach to looking at games.

    With this in mind, we go into the differences between three games: The Wolf Among Us (2013), Disco Elysium (2019) and Pentiment (2022). All these games have strong narratives and great writing, but the latter two incorporate these elements into gameplay in a way that Wolf doesn’t.

    Tim goes into his adventures in solo game development, making a working orbital model in C++.

    00:00 Intro to new season

    01:50 Games purely as entertainment vs Games criticism bearing the weight of other media

    00:04:48 What have we been playing?

    00:06:00 Steam Deck for traveling and multiplayer

    00:10:40 The Wolf Among Us

    00:18:14 Disco Elysium on Steam Deck

    00:21:09 Which games have affected you?

    00:26:39 Venue

    00:30:00 Pentiment / Disco Elysium

    01:14:03 Godot game dev: C++ and orbital mechanics

    01:24:53 GPT-4 and the benefits of AI for the lone dev

    01:35:25 Kerbal Space Program and the challenge of making complex problems fun for the user

    01:42:27 Narrative elements express themselves out of the mechanics that are happening

    01:48:22 Socials

    Developer Interview - Elliot Hudson Part 2

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    Elliot talks about wanting to explore the idea of “dangerous labor”, to immerse the player in a blue collar experience, to “honor the work” - the skill, the camaraderie, the consequences and the tensions between workers and bosses.

    Seria Ludo
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    Elliot Hudson is the game director for Hardspace: Shipbreaker, and was a senior designer for Homeworld: Deserts of Kharak. In part one of our two-part conversation, he talks about his beginnings in gaming, from sketching Mario Bros 2 levels out on paper, to making flash games while studying film, to switching to studying game design full time, and finally getting a job at Blackbird - first as a programmer and later as a designer.

    He talks about the his journey with Blackbird from working on the canceled project Hardware, to Deserts of Kharak, Blackbird’s entry into the much beloved Homeworld Series, and finally to the conceptually and narratively unique Hardspace: Shipbreaker - one of our favorite games of 2022.

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    Developer Interview: Rami Ismail

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    In this wide-ranging conversation, we talk about his experiences with these communities and the specific challenges they face - cultural, economic, linguistic - and the wealth of story and experience that goes unheeded as a result. We also talk about game engines, changes in the industry, and (inevitably) the problems of late-stage capitalism.

    Developer Interview: Stephen Danton of 2 Ton Studios

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    • Dead Cells
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    • Sekiro
    • Chivalry 2
    • Assassin’s Creed
    • Star Wars: Jedi Fallen Order
    • Lonely Mountains: Downhill
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