Good Game Design - Shovel Knight: King of Cards (ft. Yacht Club Games)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
At long last the King of Cards and Showdown expansions are here, marking the triumphant finale in the Shovel Knight saga, and they are easily the biggest and silliest adventures yet. But now after experiencing 4 full campaigns, a multiplayer party mode and a robust card game, I can’t help but reflect on how the series has evolved and improved over the last 5 years. So today on Good Game Design, Yacht Club Games themselves will join us to share their creative insights and discuss how Shovel Knight went from a loving homage to the classics to an empire that stands all on its own. Let’s talk about it. I had the pleasure of sitting down with designer Alec Faulkner and director Sean Valesco to chat about all things King of Cards, and it seemed like a major driving force behind this final DLC pack was making sure it was going to stand out. (“The idea of a card game was a really, really old idea, and we thought ‘by the time we get around to a 4th Shovel Knight campaign, we would need to put something new and cool and like really wacky, and different and goofy in there to spice things up.’”) Luckily, King Knight’s pompous personality made it easy to draw out the funnier side of the Shovel Knight universe - he acts like a whiny teenager to his mom, cries to regain health, and is oblivious to anyone’s problems but his own. And this was all inspired by his original design. (“Well, in the very beginning, King Knight, he’s like the fake king of a gilded castle. He’s not even actually a king, he’s just a knight that calls himself ‘King’. So everything about him is like, already fake.”) But also on a mechanical level, this journey feels unique and fresh. King Knight’s moveset is perhaps the most limited out of any other - you can only do a shoulder bash which is followed by a spin attack if he hits something, and he can’t bash again unless he bounces off another object first. So while you can string together a combination of attacks, its a far cry from the freeflowing parkour in Specter of Torment. But because of increasing the number of stages and making them much shorter than previous entries, they were able to go balls to the wall crazy in terms of incorporating new ideas into the level design. (“Every level needs to have totally new ideas that shouldn’t overstay their welcome. And if we have 3 times as many levels, that means they’re going to be 3 times as focused on one thing. Plus we already had 3 games worth of stuff, so it was easier to divy up the different spots, and be like ‘hey this is always a fresh new thing, this is a new combination that hasn’t been seen in a previous game.’”) Collectibles make a return in the form of merit badges, but they also added secrets exits to some levels which means there’s more reason than ever to explore. There’s also tons of special abilities, upgrades and easter eggs to make you smile. The final product is possibly my favorite Shovel Knight iteration yet and feels like a completely different experience than what we’ve seen before. But to get to that level of versatility you need to make sure the player is equipped to handle what lies ahead - and Yacht Club has always been an expert at teaching without telling thanks to their heavy inspiration from games of old. The Plains, the introductory level in each campaign, concisely shows you everything you need to know to succeed, and there’s a precise reason as to why it feels so polished. (“As far as Plains goes, we always make those last, just so we know exactly what the game is when we make that stage, because it needs to kinda tell you everything about the game. And I feel like one of the biggest strengths of the early levels is that it shows you the types of gameplay & setups you’re going to be doing for the entire game, but in a really broad sense.”) Alec and Sean explained that often they’ll start with the conclusion of where they want to end up and work backward to fill in the blanks, and this leads to a more cohesive progression through the game. Because they became experts at how King Knight controls as they continued to work on the project, it was important to look at the stages through “baby eyes” as they called them - how would an inexperienced player react to what we’re throwing at them? Now obviously that’s easier said than done, and reaching the level of quality it has now took countless reincarnations to see what works and what doesn’t. On top of this, the vision of each DLC changed drastically over the course of Shovel Knight’s lifetime, so they had to be sure not to limit themselves when it came to what would be the most fun as a player. (“Shovel Knight, we were just establishing what would work with a kind of ‘melee Mega Man’. It just sort of got made from what we thought would be cool for an NES game. Further on, Plague Knight was just supposed to be like a Richter Mode for Shovel Knight, something where you could jump through the levels as a different character that was a little bit more interesting to control. But then that got more crazier, and we put in more story and other gameplay stuff and we were like ‘okay this is really feeling like its own game. And then with Specter Knight, everything got even more crazier. At that point we were thinking about it as just a sequel. Then for King Knight, he will be like the Plague Knight...of Specter Knight (laughs). And so King Knight would go through the same levels as Specter, and we would make it all work and everything. But like halfway through Specter Knight, it’s like ‘let’s not worry about what King Knight’s going to do in this level, it’s holding us back.’ It was like ‘what’s King Knight going to do on the grind rails? He’ll get in like, a little buggy and go across,’ that was the idea. Eventually, it’s like, let’s not even worry about how we could make it faster, it was focused on how we could make Specter of Torment as cool as it could be.”) Being flexible with where each story and gameplay style would end up led to a more fulfilling overall package, and the result is a master class in using the same assets in such distinct ways that you never feel like you’re treading old ground. Plus, all the new content and backstories you discover along the way give more depth and meaning to the original campaign - Sean compared this cyclical nature to how Star Wars Episodes 1-3 tied up loose ends as it led into A New Hope, but he also hopes that Treasure Trove is much better than the Lucas prequels. With all that creativity floating around I just had to ask if there was anything lost on the cutting room floor that they really wished could have made it into the final game, and their answer was certainly farfetched. (“There was one big thing we had to cut, it was King Knight going to the moon. There would be like, a moon village and moon card games and moon people. And there’d be like, jumpy gravity. If that was in there, this game would not have come out in 2020. Yeah, we couldn’t...we just couldn’t.”) As cool as that would’ve been to see, there is a ton of new additions to King of Cards, from fresh locals to epic boss fights and clever cameos, but I’d be remiss not to mention Joustus, the surprisingly in-depth card game that the DLC is themed around. You can play against many different opponents in Joustus houses, and while it is head-scratchingly difficult, it also is strangely addicting. The goal is to cover a majority of gems with your cards, but you have to slide them on top to claim possession, and once the board is full whoever has the most wins. Eventually the boards get bigger or introduce new mechanics to keep you on your toes - house leaders even have special moves to give them an edge. The victor gets to claim a card from the other player’s deck, so be prepared to lose some of your favorites as you proceed - but don’t worry you can buy them back for a small fee. The good news is there are lots of options to help you succeed, and the even better news is that it’s completely optional if you’re not interested in playing. (“They can buy cheater cards from Chester, they could go fight people on the airship and try to grind out some cool cards that way. There are a lot of options for how you play the card game and I’m really glad we added it, because when I played through the game that’s what adds the most spice for me, like when I had to play through it a million times. You can approach the card game in a lot of different ways, or you can like skip it entirely!”) The fact that they added all this detail into a side-game that some people may not even touch is so over-the-top I’d expect nothing less from King Knight himself. Way to go above and beyond guys, seriously. And finally, there’s Shovel Knight Showdown, which on the surface seems like a fun concept of throwing all of the various bosses in an arena and letting them go head to head, but after playing for just a short while you realize all the time and energy that was poured into this mode to make sure it wasn’t a simple afterthought. They essentially had to build the same level of complexity as the main knights but for all of the characters in the game. (“We had a basic roster a very long time ago, and so during our downtime it was like, ‘hey we gotta animate...Mole Knight didn’t have a run cycle, Propeller Knight didn’t have a run cycle. We couldn’t reuse any art, that’s what I keep thinking about. It would just be these boss characters and you can control them, but like everything had to be totally different. Propeller Knight is a really arial person, we should get that in there, then figure out how to balance it after that. Polar Knight is huge! So let’s put him in there and then try to work around that. He’s gotta be that big! We’re used to working within a constraint, I guess.”) The beauty of Showdown capping off everything Treasure Trove has to offer is that you’re able to get a tiny taste of what each knight’s campaign could look like. The 3 DLC packs were selected by kickstarter backers long before the game’s initial release, so I, like many others, wish we could’ve seen something more for our favorite Order of No Quarter members - but now, you can! Story mode has little vignettes and specific rivals for each and every character to experience, so there’s loads more to unpack here than just duking it out with friends. Not to mention the numerous unlockable goodies that Alec described as a way to encourage players to stick around and become more efficient with the gameplay, since that’s when Showdown becomes the most fun. I could see fighting game fans getting immersed in this mode for a long time to come. At the end of the day, King of Cards is so much more than just another way to play through Shovel Knight - it’s the perfect swan song to commemorate everything the franchise has accomplished since 2014. And that was exactly the design philosophy from the very start. (“I think a lot of the idea behind it has been to celebrate everything ‘Shovel Knight’ one last time. All the ideas, ‘oh wouldn’t it be funny if this was in there? We gotta put this in Shovel Knight sometime, we gotta do that!’ We mashed all that stuff into King Knight. This could be our goodbye...it’s a big confetti filled grand celebration in its game design and the actual thematics of the game.”) This last hoorah solidifies the end of an era, but also highlights why indie devs are changing the gaming landscape one title at a time. If you’ve never played Shovel Knight, there’s no better time to pick it up and I can’t recommend the experience enough. If you’re interested in my full interview with Sean and Alec, you can follow the link to my 2nd channel in the description below. I closed out our talk by asking what’s next for Yacht Club Games, and if you were hoping for a Shovel Knight 64, you may be a little disappointed at their response. (“I think we’re done with Shovel Knight stuff for right now. I think everyone is done making a big giant game. And we like all kinds of games, and all types of genres. We need a palette cleanser.”) Personally, I feel like we’ve already been blessed with enough of the spade-wielding hero for now and I’m excited for whatever it is these brilliant developers cook up next. Besides, we still have Shovel Knight Dig and Cyber Shadow to look forward to in the meantime. Thanks for watching another episode of Good Game Design, I’ll see you next time, stay frosty my friends! Today’s Patreon shoutout goes to Retromation because what in tarnation, he gave a big donation! If you want to help support the channel and gain access to all kinds of frosty rewards you can chip in at patreon.com/snomangaming! Buh-bye!
Info
Channel: Snoman Gaming
Views: 191,894
Rating: undefined out of 5
Keywords: shovel knight, king of cards, king of cards review, shovel knight showdown, shovel knight showdown review, king of cards gameplay, shovel knight king of cards, king of cards dlc, shovel knight dlc, shovel knight game design, yacht club games, shovel knight design, yacht club games interview, yacht club games design, shovel knight level design, shovel knight showdown gameplay, king of cards game design, game design, level design, shovel knight interview
Id: MGfQULz0bUQ
Channel Id: undefined
Length: 11min 59sec (719 seconds)
Published: Wed Dec 11 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.