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Darkest Dungeon - Interview @ Gamasutra

Discussion in 'Game/SP News & Comments' started by RPGWatch, Feb 9, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Gamasutra talked with Darkest Dungeon's producer and design director Tyler Sigman and creative director Chris Bourassa about their development process.

    How much time have you spent working on the game so far?

    Sigman: Chris and I did a lot of prepro via concept meetings and brainstorming sessions, so by the time we kicked off development, we at least had a pretty good idea of what we were trying to do. But we formally began development in April 2013. We Kickstarted in February 2014, Early Access'd in February 2015, and hit full release on January 19, 2016. We originally were aiming for about 18 months of development, but this being videogames, things have a way of stretching out!

    Bourassa: We spent a good year or so meeting up outside of our day jobs and talking through the design and structure of the game. I still have those old sketchbooks - they're packed full of screen layouts, fresh ideas, false starts, and breakthrough 'eureka' moments!

    What was the toughest part about developing an Early Access game?

    Sigman: It's like a white knuckle rollercoaster ride. We've been fortunate enough to have a lot of success, but we've had some tough moments, too. Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. Your lows and highs are there for everyone to see. But that's kind of the point, and DD is a stronger game for having gone through it. I remain extremely bullish on both Kickstarter and Early Access. But my advice is to make sure to swallow your Dramamine before taking the plunge. Community management and live game support are things that take extra skillsets and resources beyond what is already hard enough: making a good game.​
     
    Last edited by a moderator: Feb 10, 2016
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