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Editorial Dead State Postmortem by Brian Mitsoda

Infinitron

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Codex Year of the Donut 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
Tags: Brian Mitsoda; Dead State; DoubleBear Productions

Brian Mitsoda has written a postmortem for Dead State, his zombie RPG that was released in December to not-much fanfare. As usual for these kinds of postmortems, it's divided into "What Went Right" and "What Went Wrong" sections. Since this is the Codex, I'll post an excerpt from the What Went Wrong part:

5. Too Many Characters

When we first developed Dead State, we wanted to make sure we had a large enough cast to make anyone expendable in the field. We shot high to make sure that players would have a large number of allies to present overlap in skillsets and to provide a lot of the dramatic conflicts that take place in the Shelter.

This meant that each ally not only had to have their normal Shelter dialogue, but their intro dialogue, dialogue based on their mood, conflict with other allies, “quest” dialogue, reactive event dialogue, random event dialogue, and so on. And even with all of this dialogue, the player may only see a fraction of it, depending on what they did with each ally.

There are over 45 allies in the game, with 6 to 30 branching dialogues for each ally. The amount of dialogue added up quickly and took a lot of time to write, script, and revise, especially when it was done by two designers that also had to oversee other systems.

The biggest problem stemmed from our allies being around the shelter for a period of up to 85+ days of game time. There was definitely a player (and reviewer) expectation that the allies should have had dialogue refreshed nearly every day, or that they should have as much to say as companions in other RPGs. However, most RPGs spread their companion dialogue and reactivity over 8-10 companions or non-playable characters, and update it in stages according to a set of linear plot points (another thing that Dead State, by and large, happened to avoid).

By the end, Dead State was already pushing the 15,000 line count with our massive cast, and that’s not even counting combat/reactive barks. While I think we did a great job making the allies diverse and as interesting as we could for their screen time, I can honestly say I would never recommend anyone attempt to have 45+ companions in your game unless it’s going to be a very short game.
And the conclusion:

For a new company, Dead State was quite a challenge and has definitely shaped the way we structure, advertise, and consider future projects. The budget was the bare minimum needed and the game has thus far sold on the lower end of our projections; it’s difficult to justify making a sequel or another RPG in the near future considering the amount of time and team size needed to produce one that satisfies the expectations of hardcore fans and press.

Communication and tech issues were definitely a hindrance to getting the game finished in a more timely fashion. Press, for the most part, seemed to want to compare the features of the game to much higher-budget RPGs and strategy games, and dinged us for not having stylized/better graphics, not adding a cover mechanic or interrupts (basically not recreating XCOM’s most recent iteration from 2012) to combat, and not having even more frequent dialogue interaction and animation in the Shelter portion of the game.

The general “zombie fatigue” of the press definitely did not help get us much in the way of release coverage, and we found it fairly difficult to get attention by traditional press outlets, despite the focus of the game being anything but another zombie-killing game.

Despite the limitation of our budget and staff size/experience, our team managed to put out a game that has garnered a strong fan base and much in the way of consistent word-of-mouth sales. It’s done well enough to allow us to make future titles, which is a pretty big win in the indie game business side of making games. We’ve already got some pretty exciting (and very fun) projects in the works, and at the very least, Dead State has given us a solid foundation to launch into the next phase of DoubleBear’s development as an indie company.​

Somewhat indirect way of announcing their next game won't be an RPG. Hmmm.
 

Crescent Hawk

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Life is suffering Brian, I know. As advice try to make a more compact rpg in the future and grow from there.
 

tuluse

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I think instead of making characters have something new to say every day they just needed to pace new dialog out better and make it clear when someone is worth talking to.

That said they probably could have cut the cast down to 20-25ish and satisfied most backers.
 

Achiman

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So can anyone tell me is the latest version a) stable enough to play now and b) "feature complete", as much as it's likely to be anyway.
I'm completely over the zombie genre, but I would like to check this out still I think.
 

Pony King

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You should probably wait for the big patch thing they're doing (I think).

This isn't a game that you'll play multiple times, so waiting a little bit is fine.
 

Elhoim

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We'll be releasing more updates to the game, including AI improvements, crawlers, new modes (hardcore, iron man, pc infection), balance improvements, new areas, and more.
 

Morkar Left

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Well, I hope they patch up the game decently and that it will continue to generate revenue for them. I haven't played much but all in all I like the game and I'm glad it was being made. Defenitely one of the better and more original rpgs released in history. Disappointing was that you have no chance to negotiate with hostiles. There is alot of potential wasted.

I would be interested in an unofficial Starflight sequel. I think they have good writing and a good sense for game mechanics.
And please not another tactical turnbased game with light rpg mechanics marketed as rpg. There are really enough out there lately.
 
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Well, I hope they patch up the game decently and that it will continue to generate revenue for them. I haven't played much but all in all I like the game and I'm glad it was being made. Defenitely one of the better and more original rpgs released in history.
:lol:

Okay, you barely played it, but it's one of the better and most original rpgs in history.

RPG Codex in a nutshell.
 

Morkar Left

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:lol:

Okay, you barely played it, but it's one of the better and most original rpgs in history.

RPG Codex in a nutshell.

I wrote I didn't played much, not barely, mister nutshell.

I'm holding back because I wait for a patch and I'm in no rush to play. But 22 hours is already enough to judge game mechanics and the overall style of the game.

And yes, it is one of the more original rpgs released in history with its different focus and setting than traditional rpgs.
 

Licaon_Kter

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Torque is decent for making PC games, but is an older engine, and not exactly state of the art, or a great fit for Mac/Linux/console ports. Sticking with Torque 3D instead of switching to Unity early on was a big mistake, and the lack of ability to easily port the game impacts our ability to profit off of potential future ports.
That was a given since 2009, when asking ITS for a Linux time-line yielded nothing since the engine was even then poorly maintained. Now in hindsight maybe when planning a game for next month you could decide X might not get traction, but since you barely see an end for your project in the years to come maybe, just maybe, try to get something with a wider scope.

Anyway, this will be a thought for AoD too, but the only thing that matters there now is its WINE compatibility/performance. :D

/ps: of course I did put money in their KS
 

Ellef

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I like how the issues are external faults like zombie fatigue, not having fancy graphics, communication and tech issues, rather than having a zombie survival game where nobody gets infected or suffers any food shortages.
 

Infinitron

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Codex Year of the Donut 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
I like how the issues are external faults like zombie fatigue, not having fancy graphics, communication and tech issues, rather than having a zombie survival game where nobody gets infected or suffers any food shortages.

These sorts of postmortems are usually business-oriented, and I suspect game design issues of that variety aren't considered an important factor in a game's commercial success or failure

I mean, there's a reason "the decline" is a thing, you know
 

EG

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Good read. Though I wouldn't say Mac/Linux is as much as a market as it may appear, unfortunately . . . Take a look at the Steam numbers (http://store.steampowered.com/hwsurvey), which put it around 4-5% for the two OSes. From doing tech support for Project Zomboid, this seems pretty accurate unfortunately, even during the Desura days. But, if Torque2D or Unity adequately abstract differences between the OSes, then there's little reason not to go for it.

Looking forward to the updates.
 
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Forest Dweller

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I like how the issues are external faults like zombie fatigue, not having fancy graphics, communication and tech issues, rather than having a zombie survival game where nobody gets infected or suffers any food shortages.

These sorts of postmortems are usually business-oriented, and I suspect game design issues of that variety aren't considered an important factor in a game's commercial success or failure
They should be.
 

EG

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I like how the issues are external faults like zombie fatigue, not having fancy graphics, communication and tech issues, rather than having a zombie survival game where nobody gets infected or suffers any food shortages.

These sorts of postmortems are usually business-oriented, and I suspect game design issues of that variety aren't considered an important factor in a game's commercial success or failure
They should be.
Eh, the design is fine. It's the implementation that leaves things to be desired.

The noise system does work, but with such high thresholds to trigger nearby zombies or so few zombies spawned by it (storage locker), it only is effective in very specific cases (mainly caused by user error). Likewise, infection is possible and does happen unless you play the armor system (which itself depends on randomized spawn rates for choice loot).
 

A horse of course

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The general “zombie fatigue” of the press definitely did not help get us much in the way of release coverage, and we found it fairly difficult to get attention by traditional press outlets, despite the focus of the game being anything but another zombie-killing game.

Because this is totally not what the developers tell us about every fucking zombie game on the planet, ever.

muh social dynamics
muh socio-political commentary​
 

Cadmus

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the stupid zombies made me totally disinterested in the game so if I were them I wouldn't blame it on the "press zombie fatigue"
it's a zombie fatigue
 

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