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The 13th Interior (formerly Total Dark) - adventure inspired by pnp systems, from Dear Esther dev

LESS T_T

Arcane
Joined
Oct 5, 2012
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13,582
Codex 2014
The Chinese Room, the British developer known for walking simulators like Dear Esther, Amnesia: A Machine For Pigs and Everybody’s Gone to the Rapture, revealed their new game, Total Dark.

Apparently it's not like their past games. It's a "much more traditional", systems-driven isometric RPG inspired by pnp systems.

https://www.rockpapershotgun.com/2016/04/01/total-dark-announcement/

Despite having made his studio’s name with three slow-paced and contemplative games, with no guns or stats to get in the way of the narrative and the view, Pinchbeck is an unlikely pioneer for the walking simulator. His early gaming memories are of RPGs and playing with pen and paper rule systems, and that’s where Total Dark comes from.

“It’s a much more traditional game, an isometric adventure with a free-floating camera and lots of mechanics. That will make some people happy while other people are going to wonder if we have the right experience to make that sort of game. But we absolutely do. Because most people know us because of Dear Esther and now Everybody’s Gone to the Rapture, it’s easy to assume that’s the kind of game we will always make and have always made. What they may not realise is that we were developing other mods alongside Dear Esther. One of them was Antlion Soccer.”

[...]

“Total Dark actually started off as an RPG boardgame. A lot of the inspiration came from pen and paper and gamebook systems. Traveller, Paranoia, Twilight 2000. I’ve been looking at loads of paper-based RPGs and wargame systems.

“I love how those books retained a scrappy bedroom aesthetic. Modern stuff is so glossy, but with early RPG and wargame systems you can see that it’s just a couple of people in a bedroom scratching out line drawings. It’s very energetic.”

Pinchbeck reckons there’s even a possibility of releasing the physical, tabletop version of the game in some form. For now, energies are directed toward the PC version though and Pinchbeck isn’t entirely sure what the game will look like when it’s ready for release. He’s sure about one thing though. Development will be much more open.

“It’s such a relief to be able to talk about the game during development. We had to keep quiet with Everybody’s Gone to the Rapture but now we’re working on PC, without a publisher, and we can talk about the whole process. We’re aiming to have a playable prototype by the end of April, at which point we’ll have worked out a lot of the systems, but since we last spoke [around a month ago] we’ve completely gutted a lot of what was in the game.

“One thing I can say is that it has a lighter tone. We’ve made three very heavy games now and it’s time for something lighter. It’s no less weird but it’s not quite as bleak.”
 

Infinitron

I post news
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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
From notgames to RPGs? Doubly relevant to Crooked Bee's interests.

An "isometric adventure inspired by tabletop RPGs" rather than just "isometric RPG", hmmm.
 

Cosmo

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Project: Eternity
An "isometric adventure inspired by tabletop RPGs" rather than just "isometric RPG", hmmm.

Even more than that : they say it'll be "systems-driven" ; so, emergent gameplay instead of story-driven linearity ?
Yeah, i don't know about that (A Machine For Pigs was a farce IMO).
 
Last edited:

LESS T_T

Arcane
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Codex 2014
http://www.thechineseroom.co.uk/blog/whatever-happened-totaldark

Hey, so... Whatever happened to Total Dark?

A couple of months ago, we confirmed we were working on a self-funded title called Total Dark. We said it was currently an isometric adventure thing that took inspiration from those old paper-based RPG systems of the late 80s and early 90s, and that we’d be pretty open about its development.

1469114857500


Some early concept art from our artist Alex

And then it all went quiet and some of you are probably wondering what the hell is going on.

So here goes...

Right, the short version is that Total Dark is still in development, but it’s slowed down a bit.Total Dark is much more mechanically focused than anything we’ve done in the past, so those mechanics have to be really, really good or the game won’t be. That means as much time in iterative prototyping as we possibly can to get them absolutely honed before we start chucking lots of art and audio and story time at it all. So whilst we’re working those up, we’re also doing another unannounced project that we’ll hopefully tell you all about in more detail in a few months’ time. So whilst that is happening (through until late spring/early summer next year), we’ll keep making and refining, and ripping up and starting again on Total Dark until it feels like the game it should be and we’ve got the lion’s share of the whole thing greyboxed and ready to have art and audio thrown at it.

Which is a short way of waving a flag and shouting “We’re still here!” into the void but doesn’t really tell you anything about Total Dark itself. There’s a few reasons to be cagey, but screw discretion – just as long as we don’t get held to any of this in eighteen or twenty-four months when Total Dark comes out, and just as long as we don’t get held to eighteen or twenty-four months as being when Total Dark is going to come out (etc, etc, you know the drill). What follows is a rough description of a game in prototype, so it’s very much all subject to change.

1469115230418


1469115245705


Quick in-engine representations of early concepts by Rich

Right now, this is what we’ve got on the table. There’s a stripped-back 3rd person RPG-lite system that operates around five core stats. The core gameplay loops around exploring areas to fulfil missions and goals whilst all of these stats are depreciated by dangers in the environment (and sometimes by your own actions). You can collect loot and items by cracking open containers – yes, we have made a game with button mashing in it – and by engaging with NPCs through a simple branching dialogue system, and there’s an inventory system to use, manage and combine the things you find. There’s also the special sauce bit of it which makes it a bit different, but I’m going to hold onto that for a while, until we’ve done a bit more working up on it and can stick some decent visualisations together.

What’s really important is that we’ve got an adaptable and essentially fun set of tools to play with to set up those engaging gameplay loops at the centre of the experience. So right now, it’s about setting up greybox scenarios and playing with different ways of working with those systems; it’s a process of making sure the central spine of the gameplay experience is fun and compelling, and seeing if we need to add in more systems, mechanics and so on until it feels like a good, solid game at core. That’s a few months’ work, then we start expanding those scenarios into levels, and off we go...

1469115325217


In the meantime, it’s time to loop back over the story, the world and everything else. I’m a bit reticent to let too much of the cat out of the bag at this point, as these things always change and shift a bit, but I can give you a few hints of where my head is at right now:

  • In 2016, in a basement of the local history department at Bangor University, there’s a pocket universe nineteen inches across...
  • In 1941, SIS agent Anna Dornstein leaps from a plane above North Wales in search ofbier roads, and vanishes...
  • In 1887, on a dark February night, all the clocks in Holyhead begin to strike thirteen...
Now, that all might change of course, but that’s right now where it is. There’s a slice of Adam Roberts, a dash of Connie Willis, a decent chunk of Dave Hutchinson and a fair old sprinkling of China Miéville. Meanwhile, the art team have been playing around with what they call a Rave Noir aesthetic and we’re mainlining TV like Detectorists and Flowers, so almost anything could happen. But it’s going to be fun.

1469115502761


Definitely not the final title

Finally, there’s the name. We’re probably going to change it. But for the moment, hope that’s raised more questions than it's answered whilst giving you just a briefest of peeks behind the strange, strange curtain of Total Dark...

-Dan
 

agris

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There’s a stripped-back 3rd person RPG-lite system that operates around five core stats. The core gameplay loops around exploring areas to fulfil missions and goals whilst all of these stats are depreciated by dangers in the environment (and sometimes by your own actions). You can collect loot and items by cracking open containers – yes, we have made a game with button mashing in it – and by engaging with NPCs through a simple branching dialogue system, and there’s an inventory system to use, manage and combine the things you find.

So much for isometric. Sounds like they went for the Dragon Age / Skyrim / KOTOR / Witcher model. That's a shame. What's odd though is that the last screenshot is isometric. Maybe the viewpoint changes between combat an exploration? Or between characters? That would be interesting.
 

ColCol

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Jul 12, 2012
Messages
1,731
I actually wonder if this game is still being worked on in some fashion. The Chinese room seems to have ceased a majority of operations. Yet, the project seemed to only be the focus of one of the two studio heads. The project also didn't seem like it was going to be a "large" rpg. Notably the twitter is still running and the game is mentioned in the Twitter account description.
 

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