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Today we take you to the Warhorse Studios
We questioned Dan Vávra
about his latest act on Kickstarter.
We are also going to show you the new gameplay
from Kingdom Come: Deliverance.
we will talk about game technical properties and about all the stuff you can find in it.
Welcome to Indian!
Dear players, welcome to the show Indian!
The only show on the czech scene that plays games just for you.
Have you already had this patented?
Naaah, it's still not ours!
Well, please do it first thing when you get home.
We are making today episode about Kingdom Come.
And we are at Warhorse Studios with Dan Vávra - Hi!
Hello.
We'd like to ask you our first question.
You currently work on the Kingdome Come game. How did you get to the title? And what is the game about?
It's a game based in the medieval era, when all the people believed the end of the world was coming.
Kingdom Come is a citation from the The Lord's Prayer. Thy Kingdom come, which can be interpreted as the coming of the world's end.
What is the story all about?
It is almost 20 years before the hussite wars.
Quite an interesting era. Here, in Bohemia.
You can say it all started then.
Charles IV had died some time ago, And Wenceslaus the IV, his successor and son...
Didn't really want to... rule.
So his brother Sigismund tried to solve it.
And he didn't choose the luckiest way to do so.
So a civil war broke out here. And in the game, you take part of that war.
Open world, full of czech surroundings run by Cry Engine 3, a sight you won't be able to see in any other game.
Maybe the Witcher looks a bit alike - but not entirely. Magic and wizardry, phantoms or ghosts are missing. The game is made to be realistic.
Battles, horseriding, buildings or castles - everything is based on real, period models.
People are asking about RPG quite a lot. Are there some features of it in the game?
It's a classical RPG. There's a lot of skills. Stats. Perks. And a lot more.
But we don't limit the possibilites by creating any classes.
So practically, everyone can do whatever and whenever they want. What only matters is how often you perform the action.
Could you possibly express how large the game is going to be? Maybe in hours?
We currently promise 30 hours in the first chapter.
Which is less than big game take. Though the price is adequate.
Let's say that the main storyline will take a half of 30 hours. The rest are side quests and activities.
Nowadays it can be pretty hard to imagine and RPG without spells and magic.
How is the combat system going to work without magic?
We are trying to simulate real fencing as much as possible.
Noone did that before us.
Second thing is that we are trying to accomplish it by means that until now weren't technologically possible.
So real physics are counted throught a fight. And all things are really colliding with each other.
Fights are very important. But that doesn't mean they occur all the time.
The game should be finishable without too much brutality.
Of course there are some moments you just can't avoid it.
And when it's like.. really important.
But if you choose not to fight, you don't have to.
On the other hand, if you choose to fight a lot, you can find some more battles.
But combat shouldn't be very frequent.
It's much more varied than combat in other games.
We don't have magic, but the combat system is done so well that it compensates the absence of magic.
What RPG stats the characters have?
Basic stats like strenght, stamina, agility and so on.
Or speechcraft!
And a lot of more skills that you can increase by using them.
The point is that some stats don't increase at all.
For example the health bar won't grow.
Your health can't get any higher in our game.
But some are based on changeability.
Meaning hunger. It changes, it's not set firmly.
And others can be improved by the player. There's also a juridical system in the game.
Reputation and such things are surely not missing. There's also a lot of dialogues.
And those have a lot of own stats that influnce the way the player plays.
Daniel admits he doesn't want to copy mistakes of Skyrim but is inspired by the open world,
to take the best of The Wither's storytelling style, or Red Dead Redemption,
situation of Mount & Blade and a dynamic, hard combat system of Dark Souls.
And to pack all of this into one super package.
A horse is very important. Because you are moving across a huge map.
So it's crucial to transport somehow.
The horse also functions as an inventory.
The player can put some heavy stuff into it.
So he wouldn't have to, as a human, permanently carry 200 kg on his back.
And of course we want the horse to act like a horse.
It has it's own mind, it's not like a car with a steering wheel.
It's capable of following the road, without any control.
It avoids obstacles.
And it also doesn't always have to do as you wish.
It's very different from any other game. The horse is not something you can control like a toy car.
So horses won't be able to climb cliffs as in Skyrim?
No, they.. They shouldn't be.
The second part of the show won't be started by anything else but a question from one of our fans.
Here it comes!
Martin Svoboda asks: "Will there be any kind of a database of places, people or events in the game?"
Like the Animus from Assassin's Creed?
It's all based on historical events, so there'll be a lot of them,
a good thing for us is the fact the time isn't very well known,
and we don't really know what exactly was going on then.
We also plan to have historal figures in the game.
And the history won't be changeable at all.
It all takes place in the background of the events the player can influence,
... just to let them end how they truly ended-
The encyclopedia is a very good idea and it can be implemented relatively easily,
beacause there's a whole bunch of stuff that could be included.
So it's an interesting impulse.
What were the whole team's feeling about getting 10 million (CZK) in a few hours?
We were "quite" happy...
With so good graphics and attractive world game is situated into, one would easily think
finding investors or publishers can't be a problem.
Especially when it's by a creator of a great classic, Mafia.
One would think that a studio with Dan Vávra should get it easily.
And that all publishers would fight to get their hand on the project.
Warhorse decided to show the game to publishers in order to get the neccesary fundings.
But this plan didn't work out. The creative people from the publishers liked the idea.
But the managers had a different opinion.
I think that if we had done it a year earlier, we'd have a publisher now.
The game looked a bit different though.
It didn't work out, just a happenstance.
We wanted to create something really really different.
Since there's never been a game like ours, it seemed like a bit of a risk to the publishers.
... they were afraid to take the risk, that's why it didn't work out.
I honestly think that the result is much better now than it would be if we had found a publisher.
Now we have much more of creative freedom.
Publishers usually stand a bit aside
and we know that we are capable of doing it all by ourselves.
The game itself is really huge and difficult,
we are more afraid if we can accomplish everything as we originally wanted to.
A lot of people tell us to add multiplayer or something like that,
which is something we surely wouldn't be able to do.
So the things we promise are things we can make for sure.
And there's not much extra work to it.
Kickstarter is a platform, in which everyone can support a product or a service,
it can be a game, a movie or a new music album.
If you don't succeed at getting a publisher, or you want to do stuff on your own,
Kickstarter is a great oppurtunity to approach a lot of possible investors.
These investors may even pick a reward for the investment, so the project can interest them much more
and these rewards may also work as a motivation to support with more money.
Succesful Kickstarter projects were for example Tim Shafer's Broken Age,
or the third part of The Longest Journey: Dreamfall Chapter by Radnar Tornquist.
The czech equivalent of Kickstarter is i.e. Startovač.cz
which provided help to Indian last year.
Many players were confused by the division to acts.
Can you just briefly explain what it means? Why are you dividing the game?
The story was originally written as one huge game.
But itself it was divided into three big chapters.
Every single one has its own start and end.
And since we are doing the game on our own, we had to tighten our belts a bit.
A lot of people wants to know why we don't offer all acts at once...
... because first of all, we would have to be 100% sure that we'd finish all 3 ...
Our budget would need to be twice, or maybe three times as big.
So we could say that we'd finish all three acts.
Something like: "Here's the money, you have our word now."
We are getting to the closing part of our special episode about Kingdom Come.
And now we are going to read our fans' questions.
Lukáš Prask is asking about mods and involving the fans into the game.
Are you actually preparing ourselves for the possibility that people might want magic
or Dragons in the game, make these changes by themselves?
Cry Engine is generally accesible and anyone can download it,
and create something in it.
We have a ton of our own tool that will need to be released extra later.
So I am not saying that the tools will be available straight after the game's been published.
But we'll be trying to give them to the people as soon as possible..
So yeah, there will be modding.
Martin Moravec is asking about the soundtrack.
The first Mafia had some really unforgettable pieces,
are you planning to create a simmiliar effect in Kingdom Come?
Or how much 'periodical' would you like the music to be?
We raised enough money to record the soundtrack with symphony orchestra.
And also to fulfil the potential of bands that play period music.
So we'll have these two elements.
There will be a soundtrack to play in the background of important events,
but throughout the game, live period music will be playing...
Authentic for sure.
What about the czech version? Are you planning to make a dubbing? People want it a lot.
We wrote some info about that some time ago. We want to make it.
The only problem is that it takes a whole lot of time.
It's basically much harder to make a dubbing for this game
than for any other ordinary one... that is not RPG.
My mate here took part in the translation of Fallout: New Vegas.
"Only" 12 people translated it, because it includes a huge ammount of text.
So it can take some serious time, it's much more complicated to dub 30 hours
... than to dub 5 hours, as in a 'normal' game.
So that's the main problem.
Usually the distributor makes the dubbing,
... but we don't like that, because you can actually recognize it.
So basically, maybe it won't be on the first day, maybe we'll let the distributor do it,
if we'll know for sure we can't make it on time.
Right now we can promise subtitles, and we'll see how we can do about the dubbing.
There are no problems with financies, it's all about the time.
Because it can be such a complicated thing and it can take up to 2 months.
And when you have to do X dubbings for much bigger markets..
... and you have a lot of concerns with patches and so on.
It's something you can pull aside for a while.
There was a revolutionary thought on Facebook:
Why don't you make the game just in czech?
'Cause metro was in russian and everyone was super happy about it, because it was great!
Like period language, from Bohemia ... you get it?
Well in Metro the characters usually mumble like.. three words, right..
... there's like an hour of dubbing.
In our game, it'd be rather..
I myself played The Witcher in polish, too.
And mainly because I didn't like the czech dubbing.
Not even the english one, quite surprisingly.
So I played it in polish, because I can understand it.
There probably are people which would love to play the game with the original dubbing.
Which is a reason we should do it properly.
Even though foreigners won't understand it, it's neccesary to make it
with top class actors.
And an icing on the cake -
Miroslav Lavský asks if there will be toilets in the game,
how will you make the character sit?
I honestly can't imagine to go to a latrine in a medieval game..
and to look how my character answers the call of nature...
But you said you wanted the game to be realistic... So what about toilets?
Of course toilets are there. But because it's a first person game,
the problem with sitting is solved quite nicely.
"Making a poo" isn't extremely fun I suppose.
What matters is that the surroudings look naturally. There are things that are supposed to be there.
Question is whether or not NPCs will go to the toilet too.
By all means though, it doesn't matter to the player at all.
Maximally like..: "Haha, it's possible!"... you know.
We are out of questions then.
And thus we can wish the Warhorse team good luck with finishing the game.
Thanks!
We also thank for your kind invite and this super interview.
And we hope we'll get to get our hands on the game as soon as possible.
But now, let's move on to the contest!
You saw it, heard it and looked into it with us throughout the whole episode.
We learned a lot of information, besides other things,
that the game will be divided into three acts, that together should make up to 70 hours of gameplay.
At least the creators want it to be like that.
We also know when it should come out, though it's not for sure,
that being December 2015 and we all hope the game will be available to all consoles
We just wish all the developers to finish the game at the earliest.
Ideally before the estimated date, December 2015.
Be sure to support them on their websites. Right now you can see them in the description.
And the description also includes our websites, so you can give us a like, comment or you can subscribe.
New episode of our TV show Indian will come in two weeks.
and in the meantime, don't forget to watch our videos in the archive or our live Showtime streams.
Yeah, so.. in two weeks! SEE YA!
See ya!
English subtitles by: Tomáš Adel
Czech Transcript by: Filip Kraucher
Created by: FiolaSoft Studio (c) 2014
Ha! Mistake! Big mistake!
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