How Darkest Dungeon Was Made and Caused an Outrage

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The origin of Darkest Dungeon, a rogue-like, turn-based dungeon crawler RPG, was very much a now or never moment between two friends that shared a passion for game development. Chris Bourassa and Tyler Sigman first met each other as colleagues at Backbone Entertainment in 2004. The following years they became good friends and eventually started floating around the idea of making a game together. Unfortunately, they were far too busy with other projects to focus on a game of their own. However, in the spring of 2013 both their schedules opened up and they decided it was now or never as they “weren’t getting any younger”, Chris said. Tyler and Chris used their personal savings to set up their own game development studio called Red Hook Studios. Years prior to setting up their own studio, they would come together to brainstorm about various game ideas, but the one they were most captivated by was Darkest Dungeon. Tyler said they wanted to explore the real struggles of being an adventurer. After a lot of preparation they had a pretty good idea of what they wanted to accomplish with Darkest Dungeon well before development officially began in April 2013. Chris took on the role of director and lead artist, while Tyler would oversee the development as producer and lead game designer. The original concept for Darkest Dungeon started out as a tile-based game where the player’s party would move through dungeons from a top-down perspective and the game would transition to a different viewpoint during combat. Chris said he didn’t particularly like that mechanic, but he and Tyler thought they had to design it that way, because that’s how turn-based RPGs traditionally work. Chris pointed out to Tyler that you’d get tired of looking at characters' heads, which would make it harder to bond with them. So after a while Chris came up with the idea of using a side-on viewpoint for every aspect of the game. This way players can really appreciate the design of each party member and better connect with them. The two developers decided to double-down on this and really get up and close with the characters during combat to show off the detailed characteristics of both the heroes and enemies. Additionally this alternative perspective was chosen to simulate a claustrophobic feeling and add more intimacy and intensity, as this was more in line with the rest of the game. Another advantage of this more unique approach was the significantly lower amount of artwork that had to be made by Chris, since he was able to use the same designs for both the dungeon crawling and combat aspect. Their tight budget made the single viewpoint not only a financially smart decision, but also one that would prove to be artistically beneficial to the game’s atmosphere. Chris and Tyler brainstormed about how this change in perspective would affect combat. Heroes and enemies would now be placed in a row and it was decided to use four-on-four formations on the battlefield. Tyler and Chris imagined a hero using a spear to attack an enemy that was deep into the ranks, which led directly to the concept of positioning. The idea behind this concept is the importance of where heroes and enemies are placed on the battlefield and how this affects their abilities. Tyler remembered playing The Bard’s Tale where heroes are divided in two ranks, namely those in front and those in the back. The ones in the back could only hit with magical or ranged attacks, while those in front had the ability to use melee weapons. During experimentation with this mechanic, the studio discovered many different ways on how to make this four-on-four combat fun and strategic. They didn’t originally anticipate all the interesting and strategic possibilities by increasing the number of characters on the battlefield to four but it left them pleasantly surprised and reinforced the idea they were onto something special. A small example of one those possibilities is being pulled out of rank by an enemy attack, which might put that hero in a disadvantage. It’s meant to encourage the player to strategize more properly to either prevent these disadvantages or gain the system by figuring out how to weaken the enemy’s position arrangement. The positioning added an extra layer of depth to the combat and it made logical sense from a visual perspective as well. Chris explained that you wouldn’t physically be able to hit someone behind three other guys with a sword. It made it much easier for players to understand what the creators were trying to simulate. Chris and Tyler were very excited about the chance to work on a game that had no external compromises, something purely made by them, for them, the way they wanted it to be. Though they still needed money to realize the vision they had for Darkest Dungeon. In the hopes to receive funding they filed an application with the Canadian Media Fund but sadly, the agency rejected their application. Despite this setback the two developers continued development and originally figured it would take about 18 months to develop Darkest Dungeon. They knew they wouldn’t be able to make the dream version of their game without funding, so they set their sights on Kickstarter to get another shot at raising money. Before launching their Kickstarter campaign they came up with a strategy to ensure their funding goal this time around. The first step of their plan was to build a fan following before the launch of the Kickstarter. To accomplish this they released the first Darkest Dungeon trailer in October 2013, which received plenty of press coverage that drove over 1,000 mailing list signups. Red Hook Studios was very aware how crucial it was to get as much support as possible on day one of the campaign since this can help you score higher on popularity indexes and lists, so just before day one of the campaign, they sent out an email blast to their mailing list. In the email they emphasized the importance of day one momentum and asked, if they were considering pledging in the first place, to pledge on day one. Furthermore, they offered Kickstarter tier previews and incentives to the mailing list subscribers. To give potential backers a reason to back it now instead of waiting to see how Darkest Dungeon would turn out, Tyler and Chris decided to provide great value and pre-order bonuses. Another strategy would be to offer heavy pre-order discounts but both developers wanted to keep the core price so they opted to give backers physical and in-game rewards instead. After releasing their first trailer, they took the time to observe the press and concluded that merely launching a Kickstarter wouldn’t be enough to generate articles about their Darkest Dungeon campaign. To solve this, Red Hook Studios released a second trailer to go along with the launch of the Kickstarter. Lastly, the studio did plenty of research on what kind of tier rewards to include based on possible print costs, shipping and so on. For the most part their plan worked: mailing list subscribers showed up in great numbers on day one and thanks to the second trailer the Kickstarter campaign received some nice press coverage in its first week. However, there was one major setback: their in-game exclusive items for the adventurer tiers and higher, created quite a lot of negative feedback. According to Tyler, there were some heated discussions about the ideology of offering in-game exclusive items. These discussions became a huge distraction for the studio as people kept pushing to eliminate these exclusive rewards. Therefore, they decided to provide an official update telling backers they would not change any tier rewards. Despite the negative comments resulting from the in-game rewards, the Kickstarter was a huge success with well over 9,000 backers pledging more than $300,000 going well over the original funding goal of $75,000. Besides successfully funding the game, the Kickstarter also confirmed that the Darkest Dungeon concept resonated with gamers. People were very excited about the unique affliction system and the psychological dangers of adventuring, as well as the fitting art style. As mentioned before, Chris and Tyler wanted to explore the psychological toll of adventuring and the affliction system is the core mechanic behind this idea. As the player’s party progresses through dungeons and fights enemies, the characters’ individual stress meter increases. When the meter reaches 100, heroes face an affliction check and if they fail the check they receive a condition called an affliction, which makes them less effective in combat and/or exploration. More often than not, a hero will fail the affliction check but if they pass the check, they’ll receive a positive condition called a Virtue which grants the hero several advantages. Stress levels can be managed by giving heroes time off between missions and this can be done in several ways: letting heroes drink, gamble, meditate, pray and more. Each activity has limited slots and each hero has their own personal preferences on which activity they enjoy. The creators describe this aspect as a bit of a board game in terms of trying to make the most of R&R between quests. The player basically acts as a team manager that needs to consider the human factors of dungeon exploration, since characters can break mentally under too much stress. On top of that, they also wanted to toy with player agency and remind players that no matter how much they prepare before beginning a quest, things can always go wrong and they never have full control over the events that can transpire. The developers realized such an experience wouldn’t be for everyone but for Chris and Tyler, it was far more interesting to explore what a player would do under certain hopeless conditions. “That’s the DNA of the game; it’s punishing. Sometimes unfairly, and we’re looking at some things to do with the RNG in general but part of it is intentional, that no matter how well you plan, it can get away from you.” “People play different games for different reasons, and in different moods. But for us this game has always been about making the best of a bad or imperfect situation. We’re testing player’s abilities to think at the point of disaster. Not everybody’s going to be entertained by that.” Chris and Tyler are big fans of classic RPGs such as the previously mentioned The Bard’s Tale series, Eye of the Beholder and Ultima Underworld; but also modern games like Diablo and Dark Souls. However, both have mentioned that many RPGs lose sight of the human element. “Situations are presented as purely a player’s choice whether to face down a terrifying monster with only 1 HP left. We started asking: how would the hero feel? In addition, we wanted to make something that stood in stark contrast to the "loot pinata" style of RPG. To be fair, some of those are done incredibly well, and we’ve clicked and right-triggered to the best of them, but they rely on a huge amount of procedural loot generation and the game becomes all about finding the next larger sword.” The tone and visuals are noticeably influenced by Lovecraft and at first glance it might seem like the Affliction system is too, but the creators mentioned they actually didn’t want to use the insanity concept that’s very common in that genre. Instead they focused on the role of the human experience in history and fiction. During an hour long talk at GCD in 2016, Tyler gave the example of Band of Brothers as a direct inspiration for afflictions. He talked about Neal McDonough’s character, Buck Compton, and describes him as a tall, tough, energetic person that holds the squad together. At least until the 7th episode, when a couple of his friends die during a battle. “And there’s this great scene where he comes up, and he has a thousand-yard stare, shellshocked, and he takes off his helmet, and that’s it: his war is over. I think that was really a moment that we wanted to capture.” Since the affliction system is so important to the overall experience, the studio needed to come up with ways to communicate the hardships the heroes were going through during battle and exploration. Aside from using appropriate graphics and sound effects to signal heroes were gaining stress, the developers also implemented something called “barks”. Barks are essentially lines of dialogue from heroes that can appear while playing the game. It’s meant to communicate the current state of the heroes more actively, as well as humanize them. Chris wanted the art style to feel old and worn and to accomplish this he referenced a lot of illuminated manuscripts, medieval woodcuts, and other period work. To give the game a fresh and modern look, Chris also took inspiration from his favorite comic book artists like Mike Mignola, Chris Bachalo, Guy Davis & Viktor Kalvachev. Furthermore, he wanted to have a bit of levity in an otherwise grim game, so he decided to add a cute flavor to the characters. This in turn also gave the designs a more iconic look. Chris sometimes streamed his creation process in Photoshop and during his streams he talked about some of the artistic decisions and what Red Hook Studios was doing behind the scenes. The animations were done by Brooks Gordon and he used a versatile 2d animation package called “Spine” by Esoteric Software. When it came to programming the game, the studio decided to not rely on existing engines and instead used a home-rolled lightweight cross-platform C++ engine made by their first programmer, Kelvin McDowell. Since the game was not very technically demanding and Unity hadn’t released their 2D toolkit yet, they felt they could get by with a more lightweight engine. Red Hook took a thematic approach for designing the heroes. The first thing they did was make a list of all the classes they wanted to incorporate and that would match the gloomy victorian setting. After having about 40 characters on paper, they would try and visualize what each one would do in combat. More often than not, this would help them to come up with respective roles and abilities. A good example of this is the Leper hero, whose nerves are destroyed and therefore doesn’t feel pain, giving him good defense stats. However, the disease also causes blindness which makes the Leper inaccurate during battle. This results in the Leper being more adequate when placed in front of the row where he can be used as a tank fighter. Red Hook used the same design approach for the monsters, taking the positioning concept and potential lore reasons into account. Tyler and Chris had created a very grim and dark atmosphere for Darkest Dungeon and to further add to this they hired voiceover talent Wayne June as the game’s narrator. Chris first discovered June’s work while painting late at night. When he heard June’s readings of H.P. Lovecraft, Chris was immediately hooked. This happened years prior to starting development, before there was even the idea for Darkest Dungeon, but Chris said it planted a seed in his mind that one day he had to find a way to work with Wayne June. When the studio was working on the first trailer, they needed some narration to help set the tone. Their original idea was to hire someone that sounded like Wayne June, until they realized June reads things for a living so they decided to give it a shot and ask him. When they heard June’s work for the trailer, Chris and Tyler knew they just had to find a way to implement him in the full game. They said it was one of the best decisions they’ve made. On January 30th 2015 Darkest Dungeon was released on Steam’s Early Access program and by now Red Hook Studios had grown to include six people. In addition, three more people contributed to the game with sound, music and narration. At first, the Early Access version was being very well received by players, with many saying that it felt like an already finished game. Big streamers and YouTubers were broadcasting their enjoyment of the dungeon crawler to the world, which was not only good for exposure, but it also provided necessary feedback for the developers. They were essentially playtesting the game for Red Hook Studios which allowed the developers to release frequent updates to balance and improve the game, while also adding fresh new content. Tyler said that the toughest part about Early Access is that everyone can see your highs and lows but he and the team firmly believe that this transparent approach ultimately made for a better video game. Around July of 2015, the Early Access version went through some interesting changes that made the game even more difficult and unfair than it already was. The two major changes were the addition of corpses and heart attacks. The first turns a defeated enemy into a corpse, taking up an extra enemy space on the battlefield. The second can instantly kill heroes when they reach the maximum amount of stress, depending on their current state. These inclusions caused some people to seriously criticize the game for being needlessly difficult. Chris and Tyler defended their decision to include corpses and heart attacks. They both felt that corpses added more strategy to the positioning system and that heart attacks were an added incentive to manage the stress levels of the player’s heroes. However, for some people their reasoning didn’t matter and instead made people even more upset. In an interview with Kotaku, Tyler Sigman further explained the whole situation: “I remember asking, ‘is this the right feature for the game?’ And then, even if it is, should we walk it back because there are enough people upset? Even if we believe in this feature in our hearts? We would just sit on Google Hangouts, me and Tyler, and try to argue every possible perspective. We’d switch camps on each other. We did a lot of soul searching. The prevailing dread was just that we’d had such universal accolades that it was a bit of a system shock for us. We were worried that all of that was suddenly gonna go away because of one change. But aren’t we allowed to make changes in Early Access?” Things only got worse from here on out and in August 2015 the official Darkest Dungeon forums were filled with hateful messages targeted at the studio. Not only that, a divide among players had sprung up since some people were defending the gameplay changes, creating even more outrage on the forums. Although Red Hook studios really believed in these new features and that they were important to the Darkest Dungeon experience as a whole, they eventually gave people the option to disable corpses and heart attacks. The creators said they’ve always been very reluctant to add difficulty related options since focusing on their intended version of the game had always been the number one priority. However, they also mentioned they would be fools to not consider the established community that might want to play the game in a different way. By default the features were left enabled though since Red Hook feels they are important to the context of the broader experience. Unfortunately, even after giving players the choice to turn corpses and heart attacks on or off, a vocal minority were still bashing the developers. This led to the studio introducing a strict code of conduct on their forums in October 2015. The studio realized too late they should have hired a community manager the moment Darkest Dungeon started to sell in high numbers. “I think it was naive of us to think we could drop into forums and be judged only by our content, our work ethic, or whatever it might be. There was such a high, good general feeling around the game at first, it was like, ‘maybe we don’t need tons of help.’ That was definitely a mistake.” The fully developed version of Darkest Dungeon was scheduled to release on PC in October 2015 but due to a personal tragedy, development had to slow down, postponing the release date to January 19th 2016. Upon release, the game received very positive reviews and scored an 84 on Metacritic. Yet, a group of people that were still dissatisfied with the difficulty changes, decided to keep boycotting the game by spreading hateful messages on forums, comment sections of reviews and so on. Some complained about Red Hook Studios messing up an almost perfect game, while others accused the studio of censorship on the official Darkest Dungeon forums. Some of them even started to spam Jim Sterling, a well known gamer critic, in the hopes that he would support the boycott and write a negative review. This backfired however and Sterling ended up praising the final release of Darkest Dungeon. He even tweeted about it, saying it’s not his problem that some people dislike the game. Despite this attempted boycott, the game continued to receive great scores from critics and after a week Darkest Dungeon had already sold over 650,000 copies, including those from Kickstarter Backers and Early Access purchases. In May 2016, Red Hook Studios released their first major update called “Everything Burns”. This update added “Town Events”, which added random events whenever the player returns from a dungeon. The PlayStation 4 and Vita version were released later that year on September 27th 2016. In April of 2017, support for Steam Workshop was added and on June 19th 2017, the game’s first DLC was released called “The Crimson Court”. It added a new hero class, a new dungeon type, new enemies, new bosses and more. On August 24th 2017, a version for the iPad was released and allowed players to transfer their save files from PC. A second smaller DLC pack called “The Shieldbreaker” was released on October 26th 2017 and included a new hero, new items and new monsters. By December 2017 all versions combined had sold over two million copies. The Nintendo Switch version was released on January 18th 2018 and shortly after the Xbox One version released on February 28th 2018. A retail version of the game, subtitled as the Ancestral Edition, was also released in 2018 for both Nintendo Switch and PlayStation 4 and included all previously released DLC. On June 19th 2018 another DLC pack was released called “The Color of Madness” and included a new region, an Endless Quest, new items, new enemies and bosses, an expanded soundtrack, new district buildings, new curios and quirks. For a while many assumed The Color of Madness was the final DLC but Red Hook posted an image on April 1st 2020 which gave people a sneak peak at their upcoming DLC. The image looked very slapped together indicating that it might simply be an April Fool’s Joke. Surprisingly the studio released another image the next day confirming that the new DLC was real and is scheduled for release in May 2020. The Butcher’s Circus will add PVP to the game, allowing players to engage in four-on-four combat without sacrificing any of their campaign heroes. Red Hook Studios is far from done with the world they created for Darkest Dungeon since they announced a direct sequel in February 2019. The developers have said the sequel will feature a significant tuned-up version of the existing combat system in terms of mechanics and presentation. The metagame structure however, will be something completely different compared to the original Darkest Dungeon. “Darkest Dungeon 2 is a game about enduring a gruelling journey, not cleaning up your backyard.” The studio is planning on releasing Darkest Dungeon 2 on Early Access first, just like the original. Even though they received some harsh criticism during Early Access, the developers still feel that such a transparent development approach is really important to help finish a game. It gets the game in the hands of fans faster which is great for both getting essential feedback and potentially making changes in the production plan based on reception. Tyler and Chris love the cast of dysfunctional characters they’ve created and mentioned they have a lot more story they want to tell. Above all, Red Hook is committed to turn the sequel into its own experience that will have its own creative and thematic identity.
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Channel: ThatGuyGlen
Views: 338,777
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Keywords: why darkest dungeon created an outrage, how darkest dungeon was made, how darkest dungeon was developed, darkest dungeon behind the scenes, how darkest dungeon was created, darkest dungeon making of, how it was made, darkest dungeon documentary, darkest dungeon development, behind the scenes, darkest dungeon 2, video game documentary, video game essay, steam early access, red hook studios, darkest dungeon outrage, indie game, tyler sigman, chris bourassa, thatguyglen
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Length: 24min 18sec (1458 seconds)
Published: Sat Apr 25 2020
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