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Without question, I would evangelize the hell out of a Darklands successor. It and Ulltima VII are the greatest RPGs ever made.
this kind of explains where your experience came from when you started to design Darklands.
I myself at the present age of 34 have gone back to university to become a designer, (been a tv repairman most my life up to this point, and yes that’s still a job but its becoming redundant) I will probably end up a web designer rather than a game designer as that seems to be the most viable employment path these days, but I enjoyed reading about a few of your exploits which are out there on the web, hell I might even see if I cant find a copy of Barbarian Prince to add to my games cupboard, not enough people play board games anymore, I try to get my kids interested but they are usually distracted by something like Minecraft.
Any way I find your story inspiring good job mate.
Edit. Found a copy for anyone interested. https://dwarfstar.brainiac.com/ds_barbarianprince.html
Also found this absolutely brilliant interview on youtube channel Matt chat 78, With none other than Arnold AKA Yasha, on our favourite topic of darklands.
https://www.youtube.com/watch?v=I30dzwiNxLk
its a 3 part interview, Arnold does have a minor stutter that comes out in the interview but frankly it does not detract from the content in any way, and despite the video being almost 10 years old its super relevant to the topic at hand, if you haven’t seen it I recommend you go and have a watch.
P.S
He recommends a copy of the Official clue book in the interview, In case your not aware its bundled with our steam copy look in 'Install path'\Darklands\Bonus Content
Default path is C:\Program Files (x86)\Steam\SteamApps\common\Darklands\Bonus Content
Soundtrack map and Reference Cards are also in there.
If I were to approach the subject, though, I would be looking in the direction of leveraging a procedural/user-generated approach to content. The original Darklands had some of the most sophisticated character creation of its time, and this is a feature that current games also boast in a more cosmetic form - one of the trends that has really taken hold of the industry since 1992 is to focus the products around making "doll" or "action figure" avatars, and for professional game players on Youtube and Twitch to do storytelling with these avatars.
And that idea would lead me away from reviving the original systems design in terms of modelling lots and lots of stats and a big open RPG world - because it's those "big systems" concepts that accumulate unexpected scope, make the UX cluttered and difficult to learn, and really drag down a project - but instead to provide a lot of procedural detail about this character's life before they start adventuring, introduce some cosmetic aspects to give them a portrait and costume, then keep their subsequent adventures more constrained and told in episodic form using the choice gameplay of the original, with the simulation limited to simpler binary qualities and a few sources of chaotic behavior(RNG, timers and finite state interactions).
Then the focus is on giving prompts that add structure and assist storytelling, more than it is to be specifically detailed and fuss over min/maxing the character or keeping track of logistical parts of gameplay. When focus stays on driving the character from one event to the next without grand simulation loops, the detail doesn't have to be very great, the environment doesn't have to be very explorable. You still need a budget and art direction(a picture tells 1000 words), but the total asset burden is shifted towards writing/design. For combat portrayal, my first pass would aim for stock fantasy 3D models using stock Mixamo animations with a zoomed out isometric camera, and then subsequently iterate into more sophisticated, customized characters as budget permits.
But the depth of content of the episodes is really the thing that defined Darklands to me - the signs of research surfaced everywhere and made it more than a typical fantasy RPG, and on that end I would also want a user creation tool that allows creators to make adventure modules to share, reusing a lot of premade stock elements and fill-in-the-blanks scenario templates so that everyone can leverage that research to make adventures that feel similarly grounded in the same universe and create something that feels large in aggregate. i.e. instead of modelling "Mainz" as a fully simulated city, model it in terms of properties relevant to a story("has inn") and allow custom names and descriptions for those elements, plus some recurring characters. Make it easy to assemble each of these elements into a complete module, and then players can quickly make a "large number of small adventures."
That game would probably be different enough to no longer be "Darklands", since some of the original appeal is in the grandiosity, but its form is more accessible and much closer to the indie scopes I'm accustomed to.
The perfect art style for a new Darklands, something that could be at the same time budget-effective to produce, cool looking enough and faithful to the style of the original, would be something like Another World (Out of This World for American users):
https://ip.trueachievements.com/remote/store-images.s-microsoft.com/image/apps.3971.67624490702225367.4d5b43a5-e150-4a3c-bbb6-bae6ccc8a7b4.3458ba15-ff46-49a4-9dea-382dbf038fff?width=900
Simple, stylish polygonal models, a lot of nice animations (and this is an area where it could be easy to improve on the original, with some cheap rotoscope techniques available today, public assets, etc) and backgrounds that wouldn't require an excessive amount of work to be produced in large amounts and with satisfying variety.
Also, being a low poly art style, the benefits of allowing a certain degree of customization on characters.
@Triplefox - You have outlined an interesting approach to bringing some of the concepts in Darklands into the 21st Century. I agree that Darklands has too many numbers and whatnot for comfortable play. Like you, in my quarter-century of game design work since then, I've come to prefer things that are easier to perceive and operate, even if I rely on ever more elaborate mathematics, data and algorithms behind the scenes.
Since you're very familiar with the indie scene, perhaps you could lead a team to create such a game? I'd certainly be interested in trying it, and the world definitely needs more historical games! Of course, if you rely on players to provide engaging content, especially in a historical game, I think you'll find the results disappointing.
Like you, Triplefox, I've given the question of a Darklands spiritual successor considerable time and effort - with the aid of a few others. I am not in a position to discuss more in public. However, if you are interested, please send an email with real-world contact info to my personal email (see below for details).
@Tuco - If I were to eliminate the need for realistic animation and real-time combat, say by using a turn-based system with much more limited graphics, I believe I could halve the $10 million budget to perhaps $5 million for development. However, a decent marketing campaign would probably cost another couple million. Heck, just a good marketing director costs over a quarter million a year (overall cost to a software company for a person is about 2x their salary).
While I am a great fan of "middleware" and "off the shelf" software, I've also worked with enough artists over the decades that I can say most insist on inserting some personal creativity. And games are much better for it. I wouldn't want to develop a game without having artists contributing to it. The example you give shows just how much artistic talent is needed to make even "simple" graphical systems perform expressively.
It is true there are alternatives to starting a company and paying people. I have been investigating those with considerable energy. And again I make this offer: anyone with game industry experience, who is interested in contributing to a spiritual successor of Darklands, should contact me via my private email. That email is available in my Steam account profile (if you click the "view more info" option). I am happy to talk privately about my thoughts, but am not in a position to speak in public about it.
Just to be clear, i have absolutely no doubt you could find an art style that would cost even just a fifth or a tenth of what I'm advocating for.
But I didn't pick my words casually when I described my suggestion as "budget-effective" since it would be reasonably cheap while looking genuinely pretty, even in trailers and promotional material.
"Saving a lot on animations" on the other hand would probably result on a... well, let's face it, a cheap-looking product that many not already attached to the franchise would possibly even dismiss as shovelware. And static/poorly animated art would really, REALLY need to stand out to impress someone in a RPG (then again I absolutely love Battle Brothers, on a personal level).
Turn-based combat on the other hand could make it a real winner these days. You definitely would hear a complaint from my side.
It's not like real time combat was exactly the highlight for Darklands in the first place, and it could eventually turn the game in something very "streamer-friendly", not to mention something lot easier to port on other platforms other than PC on a playable state (i.e. console and tablet players seem to favor PC ports of RPGs based on turn-based combat rather than RTWP).
As for me, I'm already spending my spare time on things related to a computer game project that can't be announced for a while yet.
However, as you perhaps know, the nadir of the Hundred Years War (late 14th Century, or "The Calamitous 14th Century" as Barbara Tuchman called it) is the period that has my interest. If you want the best modern history of this period, Jonathan Sumption's multi-volume history of "The Hundred Years War" is unbeatable - and probably will remain so for a generation or two once he finishes it (he's still writing the 5th and final volume). However, for 'local color' Tuchman's "A Distant Mirror" is still a fun read, although her comparisons to our era seem forced.
In any case, that experience instilled in me a very great interest in the period. And I always felt, like you, that the very personal, historic, heroic, political, spiritual, etc., nature of your Darklands design was a perfect fit right into the heart of France in the latter 1300s.
You've inspired me to obtain Sumption's work and study it, as well as re-read Tuchman.
With thanks and respect,
Bob
UBISOFT owns the rights to the Roadwar series. That won't be resurrected. =(
If there is one thing I dare offer as a suggestion for a recreation of Darklands or other historical game: The developers of the original Die Gilde (The Guild) had a historical journal that would highlight some actual events that occured in history corresponding to the time in game (the game time starts in 1400 and by 1409, for example, reference was made to the Council of Pisa), but not in the form of a wiki article. Instead light-hearted journal entries in the tonality of the game were used (i.e. "1409 - representatives of both Obediences gathered in Pisa with the intend to end the Schism of 1378 with two popes. But now the Church has three popes!..."). I found these snippets to be highly entertaining and educational and it helped to set the game story into the overall historical context.
Again, thank you for my all-time most favored game and best of fortune for your new project!
Jan