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| Questions | Answers |
|---|---|
| Hi Brad! Congrats on getting the game funded—you and the team have more than earned it at this point, haha. | Character customization is something that's really important to me! We want to make sure that there are a lot of options for choosing your starting bloodlines at the beginning of the game, and also renaming children that are born throughout the game. |
| Good luck with the rest of the development, and thanks for doing the AMA! :D! | Naming equipment is a rad idea! I think extending the nicknaming system to equipment is rad. After slaying enough demons a sword could get a nickname that you could then change... that's so cool and now that you said it it's in my brain and it's going in the game! :D! |
| What would happen if you and Brad Shoemaker switched places? | I would get to play Dota all day and MASSIVE CHALICE would be terrible. :D! |
| Ok jk - I love the Giant Bomb guys. I'm sure that Brad would do a fine job designing video games... maybe. :D! | |
| Will the world map be predetermined, or somehow generated (randomly, procedurally, etc)? Do you have any thoughts on allowing the player to somehow affect the size of the empire they rule over, or having it change (losing parts of it to demonic corruption if you lose a battle against the demons)? | I'm thinking that the map of the kingdom will be static, but the tactical battlefields will be as procedurally generated as we can make them! |
| That way, the overworld map will look beautiful and we can do awesome dynamic things to it as you suggest! I'm really excited about having "demonic corruption" be our parallel to the "panic" from new XCOM. Having an area of the kingdom get so corrupted that it gets up and walks away? Awesome! :D. | |
| Did you and John Drake have a dance battle after the Giantbomb stream to settle your differences? | Man he was really giving me a lot of shit on the Giant Bomb stream! But I love that guy. |
| I am a pretty bad dancer so I try to only engage in knife fights. | |
| In one of your videos, you mentioned abilities being combined by marrying heroes of differing disciplines. Is this a system that will allow for the combination of three or more disciplines, or is it pretty much only two class combinations at a time? | We're looking into systems that would allow all of the heroes that participate in this process (up to 4 of them? or maybe more?) to influence the skills and stats of the heroes. I would like the system to be this flexible, but it's a hard design problem. I'm excited to tackle it with John and the team! :D! |
| Have you ever frowned? | YES! :D! |
| What do you think of having some commoners (for marriage/having children) and orphans that are unknowingly descended from heroic bloodlines? (I see these leading to Lost Bloodline/House quests that would let the children (and orphans, if adopted) fully unlock the new traits or relics.) | That's a rad idea! We've talked about having "module" type story events that happen randomly throughout the game - this could totally be one of them! :D! |
| Hey Brad! :D. To put things in perspective, how many games would you say you've prototyped since finishing Iron Brigade? Super excited for MASSIVE CHALICE! Have a good one! | I've worked on three other games since IRON BRIGADE with MASSIVE CHALICE being number 4! BRAZEN was the main one that I pitched for a long time and the other two are SECRETSSS! :D! |
| Will same sex couples be able to adopt the children of heroes who die in combat? If so, would their adoptive status allow them to impart their discipline to any degree to the hero children? This question also applies to characters in may be sterilized by demonic infection, or by characters whose children died in combat, or any other similar complication? | We’re super interested in exploring nature vs. nurture in MASSIVE CHALICE and having the raising of children be as important as the creation of children! So we’re definitely looking into adoption / fostering as a mechanic to enable player choice when it comes to raising their heroic generations! |
| Basically, will adoption be possible? And how would that factor into hero development? | We're not sure exactly how this feature will be implemented, but we like it as a possible solution to be more inclusive with the game! :D! |
| How much fun was the making of the Kickstarter Video?? edit: how many times did you have to say "Camera ready sex god" before you didn't laugh on camera?? | The guys at 2 Player Productions are amazing! It was a blast making that video. I've always wanted to work in Practical Effects so the fact that I got to make a vomit machine was so much fun! And the fact that the vomit machine was directed at my face was even better. :D. |
| I am terrible with scripts! I think I needed about 8+ takes for each of my speaking parts. Good thing I was unconscious for most of that video. :D! | |
| I imagine that Massive Chalice will have a more FFT-like focus on swordplay and similar close quarters combat. Am I right about that? Can you tell us about any unique elements of XCOM's gameplay that Massive Chalice is likely to adopt? | You are definitely right about that! There will be a much larger focus on melee combat in MASSIVE CHALICE. |
| When can we expect a sequel to Alter Echo? | I have no idea where the IP is now that THQ is gone! Did anyone on reddit buy it? :D. |
| If relationships and families are a key to the strategic elements, will they show up in combat too? Examples: If family members are in battle together (like a father and son) and one of them gets injured seriously/killed in batte, will there be any sort of stat effect, like a high rage but low defense, etc? If a set of heroes is in battle together multiple times, will they get stat bonuses for familiarity? | We've talked about rolling this into a general "affinity" stat. I like this a lot because it can handle a lot of the different things that happen around families and friends fighting a battle together. |
| It also leads to some very cool things like family members having a natural affinity for each other, or the example that you gave - a hero with a high affinity for another hero witnesses their death on the battlefield. I think that's a great place for the psychological aspect of XCOM - panicking is a great place for this, but also having a hero go berserk because they just saw the death of their father. This really showcases the emergent story and character attachment aspects of MASSIVE CHALICE that I'm shooting for! :D! | |
| Hey Brad! Something I've been wondering about for a little while now. How does having the project idea out in the open before development change the project? Is this something that you're excited or worried about? As a programmedesigner myself, I'd be worried that with a large crowd of people pitching ideas that I'd lose focus of my original design ideas and philosophies, are you worried about this happening or are you embracing the ideas that the backers are pitching towards you? | It changes it quite a bit I think. But it's exciting! It's so great that we can incorporate great ideas from the community RIGHT NOW. I've already harvested two or three fantastic ideas from this very thread since 11am! :D! I'm not really worried about it shifting or distracting me from the original vision. At Double Fine Tim has is a strong believer in the Project Lead being the vision holder, and that anyone and everyone can propose new ideas that should be considered. So after working in this environment for a long time I feel like we're just doing it on a broader scale! |
| I know the core pillars of this game: Engaging Tactics, Strategic Realm Management, Character Investment/Attachment, Epic Timeline. When people come up with new ideas we always look to how they support the main pillars of the game. If they are in direct support of one or more of these ideas we'll totally throw them on the pile to be sorted later. | |
| Whats the world exploration like, if it exists in an exploratory way? Is it something reminiscence of Fire Emblem/X-com or more final fantasy like or something jsut completely different. | Our baseline is going to mirror the overall structure of XCOM. You'll be defending the whole realm in a very reactionary way. You'll speed up the timeline and years will pass and then BOOM! The demons are attacking the Keep in the north! And you'll have to dispatch a hero squad to deal with it. |
| One key difference - In XCOM you start with a pristine earth and you can only fail by losing parts of it. In MASSIVE CHALICE I want you to start with a half-destroyed kingdom so that you can feel like you can reclaim areas. I think it will be really great to feel like you're making some progress and not constantly sliding backwards! :D. | |
| Can you make the game you wanted with a million dollars? | For sure! I mean, 20 million would be better, but scoping is a real and important piece of game dev! |
| We have a great engine and a lot of talented people that know how to be super efficient with time and resources. We're going to make an awesome game with the money that we get from kickstarter. I can feel it in my bones! :D! | |
| When you are making a game, especially one with many distinct divisions of game play (tactical battle/strategic map/rpg/family tree/chalice simulator) where do yo start? do you focus one aspect at a time or all at once? i seems to me that any decision in the design or implementation of one layer affects all the other layers.do you plan on figuring out the whole skeleton of this game on paper before beginning production? | We’ll likely start prototyping both the strategy and tactics layers independently at first, then merge them together once the basics are ironed out. The strategy layer mainly influences what type, how many, and the strength of heroes you bring into tactical combat, so we can work on creating a solid tactics system with starting heroes being created in a different way, probably through debug menus or data files. |
| Also, Trenched is a game about love. | TRENCHED was totally a game about love. It's true! :D. |
| I've loved playing FF:Tactics as well as Fire Emblem on my portable gaming system. Is there any hope for Massive Chalice on the eShop or App store? (or the PSVita shop of course) | I love playing these games on portables too! But we're really just trying to put all of the funding from kickstarter into the PC/Mac/Linux version. |
| We want to support a gamepad (BIG PICTURE MODE YEAH!) so when we'll eventually be able to port it to other platforms. Hopefully the game will be great and we can port it EVERYWHERE! :D! | |
| Dude, he's in a video on the game talking about the making of. Here it is. | I love all of my old Outrage Games friends. Those were some good times in Ann Arbor. :D! |
| Where can I listen to your ska band's album? | It might be lost to the ages! We were called The Codependents and we recorded a 4 track EP called Okinawa Holiday, in honor of Karate Kid 2. :D! |
| Really enjoyed the 2PlayerProduction videos on Broken Age. Is there any chance that they will do some stuff on your game, too, now it is revealed or will they focus their attention on Broken Age? | Thanks! You are definitely making me blush! :D. |
| I appreciate 'home' environments in games. Recently played the Mass Effect DLC Citadel, where your crew gets together and, for once, just parties a little bit without too much shooting. The ME series of games always had the Normandy as a home base and it felt like home because you returned there all the time and all those great characters lived there. Will there be a 'home', HQ in MASSIVE CHALICE or will it take place on a worldmap? To stick with a more recent example from Game of Thrones: every house has its seat in Westeros, sometimes with incredible sentimental value. Will there be different flavours of houses, will there be a castle that is your home? | The 2 Player Productions crew will definitely be involved with MASSIVE CHALCE, making a series of behind-the-scenes dev diaries that should give you a cool look at how we're making the game. They’re still working on the Broken Age updates, too, and we think both series will have unique personalities. |
| Are you really a vampire? Totally stoked for MASSIVE CHALICE, really digging how you're doing the frequent developer diaries and such. Huge props to you, and can't wait til you get 12 people deep on the development side! | MASSIVE CHALICE is an autobiographical piece about my own struggle with immortality. As a daywalker, I really want people to be more sympathetic of my condition. |
| Thanks so much for the support! I cannot wait to start working on the game in earnest after the kickstarter closes! :D! | |
| When you permit people to create lines/sigils, do those names retain any tangible meaning as far as storyline or abilities? I.E., if I were to create a line/sigil, do I get to select what disciplines they have, or story elements, or perks/quirks? Is that randomly generated and assigned a name randomly as well on each play through? | I think that all other aspects of the bloodline (story/perks n quirks/etc) will be randomly generated. We have a lot of people that will be submitting bloodlines to the game and I think that this stuff has to more randomized! |
| In your system, how much flexibility will there be for the length/detailed growth a user wishes to put in? As an example, in FFT, I would sink 200 hours into a playthrough to master all classes with all characters. Clearly, this will not be the way your game works, but is it the kind of game that I could keep a playthrough going for weeks, months? Or is it more of a rinse and repeat process on this? | We’re hoping to design the campaign to be very time-expandable, and maybe incorporate an Endless or Marathon mode for players who want to sink hundreds of hours into a playthrough. MASSIVE CHALICE won’t be super grindy by design though - we want to make sure that new technology and enemies don't wear out their welcome as you progress! |
| We're also looking into cool ways that previous playthroughs could impact future playthroughs of the game. But we're kind of sitting on those for now! :D! | |
| Will Chris Remo be on the team for Massive Chalice in some form? | He'll definitely be contributing to the game on the community end, and I also really value Chris's opinion as a gamer and an aspiring game designer! So... YES! :D! |
| How are you guys planning on designing the game so future heroes that have inherited their ancestors skills dont end up imbalanced? Are the world creatures going to evolve like the characters? | Enemy opposition will increase in strength over time as well - new enemy units will be introduced, numbers may increase as the invasion runs its course, etc. You’ll need some massively powerful heroes to deal with the onslaught! :D. |
| Would you rather fight one Tim Schafer sized John Swisshelm or one hundred John Swisshelm sized Tim Schafters? | Now that Tim has completed his juice diet, I think that one Tim Schafer sized John Swisshelm is the right choice. Also I'm technically his boss... so a slightly larger John Swisshelm doesn't scare me that much. :D! |
| Is there going to be a character class/ability set based around falconry? Or Dogs of War for that matter? Really, any kind of badass animal husbandry at all. | An animal-familiar based class or two would be really awesome, so we’ll see! The new Call of Duty seems to have combat dogs covered, though! :D Falconry is such a cool way to do a non-standard ranged class. I really love this idea, but it's a lot more of a time/resource commitment to make it work than an archer! Sorry to put my producer hat on there for a minute... it's always such a bummer when time and money show up to ruin the party. :D! |
| What do you envision for the visuals: the art direction for the characters/environments as well as the way combat and non-combat will appear on screen? Will combat look like Civ Rev or XCOM, for example? (What are the limits to the vision/mechanics?) Will you only really know after funding is complete? | Combat will be more XCOM than Civ Rev - we’re going squad based and we want you to be able to see your individual heroes kicking some demonic ass! MASSIVE CHALICE will run on Double Fine’s in-house 3D engine, Buddha, and we want to take advantage of it. For more on the art direction, check out this Concept Art Commentary that I did with art director Mark Here right here! :D! |
| Link to www.youtube.com | |
| Will there be BOSS BATTLES? | That's a lot of questions! |
| Will there be rich ancient lore? | BOSS BATTLES - maybe! |
| Will there be nice soothing medieval music? | Rich ancient lore - probably, but I want to focus more on the gameplay! |
| Will there be divine intervention? like valeria (in valkyrie form - rescuing conan in "conan the barbarian" 1982 movie? | Soothing medieval music - we're looking for something non-standard that gets us away from standard fantasy tropes! So probably not! |
| Will there be numerous demon powers? | Divine intervention - oooh maybe! :D! |
| Will a cleric be the best choice when fighting those demonic powers? | Numerous demon powers - Definitely! |
| Will there be scantily clad armored female warriors? or (on the demonic side) succubae in massive chalice??? | Scantily clad armored female warriors - no way! Our women will be just as capable as the men, not sex objects! There will be no chain mail bikinis in MASSIVE CHALICE - you've got my word on that! :D! |
| Cheers for taking the time to do this even if you don't answer this anyway, just wanted to through out a few questions I hadn't seen before. | I don't answer questions from people that have trounced me in dota. |
| Good luck with everything, I'll be backing the KS before the day ends. | I love this prophecy idea! I'll kick it around with John and see where it goes! |
| Does your face ever hurt from :D'ing so much? | There are times when it does. But I try to just power through it. I think my grinning muscles are the most toned piece of my body at this point. :D! |
| Do you think having less concrete information about Massive Chalice than most new game kickstarters have hurt its funding? I understand why you started the KS when it did, but if you could do it over again, would you have waited a little while longer to launch the kickstarter? Maybe to get some video of a prototype up right at the start and have more concrete info on the specific game mechanics? | I think that Kickstarter can be used for all sorts of things! I think it's rad that it can be used for games that are almost complete or it can be used for games like MASSIVE CHALICE that are still early on in the concept phase. |
| Right now I'm looking at a seven digit number on our kickstarter page and I don't think I would do anything differently! Ask me in a year? :D! | |
| In terms of the Game of Thrones influence, will you have politics play out between the noble houses? For example, a house could ask for assistance with something in return for them giving you a great hero or some other resource, or a house could ask you to let another house be destroyed by demons so they can become more powerful. Will they be playing against each other or is everyone under your command? | I feel like we have so many game systems going on that bringing politics into it, while cool, could over complicate things. |
| I like the idea of taking any energy towards politics and putting it towards the demonic corruption concept. Having a hero use too much demonic technology and becoming corrupted, defecting to the enemy and then having to fight him later... that has some of the feel of having to fight human-ish characters and is super cool! | |
| I also think that human on human violence bums me out a little bit in games... there's just a lot of it and I'd like to avoid it in my games if we can! :D! | |
| Have you played much Crusader Kings 2? | I have not played a lot of it! But I've really liked what I've played so far and I got some great tips from people at E3 for starting out. As soon as I have some free time on my hands I'm going to dig into this sucker! |
| I love their traits system! :D! | |
| Will the titular Massive Chalice be used to trap demons under, in the same way that we trap spiders under regular sized chalices? | YES. |
| This being the second Kickstarter you guys make, do you see Double Fine continuing the use of crowd-funding for your games? | We're looking at all sorts of funding methods for our games! |
| But the kickstarter community has been really great - I wouldn't be shocked if we returned down the road! :D. | |
| Will character models change over time, or change based on events? | That’s the plan! You’ll get to see your characters age over time and that change will be reflected in their character model. Other changes we’re considering are the corrupting influence of demonic technology and perhaps permanent injuries. There's a lot of possibilities in a system where the characters age and pass away! :D! |
| What sort of direction will Massive Chalice go in, will it be more serious like Tactics Ogre and Final Fantasy Tactics, or are we going to be seeing hilariously crazy stuff like in the Disgaea games? | I want the game to be funny, but I think we'll be steering clear from "wacky." I love the Prinnies as much as the next guy, but it's not really my personal style. :D! |
| I think the game will have a somewhat serious tone to it, but I've always liked the ridiculous over-the-top setting that is self-consistent and never acknowledges the pieces of the world that are weird/different. | |
| That's pretty vague... the concrete example I always use is Evil Dead 2 vs. Army of Darkness. Evil Dead 2 is still "funny" but it's more serious and I always feel that Ash is about to wink at the camera in lots of scenes in Army of Darkness. AoD crosses that line a bit for me and I just prefer the consistency of the second one! | |
| I hope that helps! :D! | |
| Will the battlefield in MC feature a grid and visible map borders? i like that "retro" fft style. hope you'll made good use of heights in the terrain. will the demon designs be as cool as in brütal legend? im looking forward what MCs final artstyle will be. | We haven’t started exploring battlefield presentation yet, but we’re leaning towards a grid-based system with explorable maps and line-of-sight vision for your heroes. Battlefield boundaries will need to be represented in some way, but probably not via the same approach used in FFT. I want the battlefields to feel a bit more grounded and realistic than the cool but abstract "floating chess boards" of FFT! We're still exploring demon designs but the Tainted Coil is definitely an inspiration for outside-the-box art direction for cool enemies! We want them to feel creepy and weird and unlike standard fantasy enemies. |
| :) greetings from germany ps. saw some german doublefine guy in one of tims broken age kickstarter movies.. is he on the Massive Chalice Team too? | Oliver Franzke is "that Double Fine German guy" and he's working on Broken Age! Maybe he'll be on MASSIVE CHALICE after Broken Age ships! :D! |
| Based on your responses so far is it safe to assume that MASSIVE CHALICE is the offical way to write the name, or do you all-caps game names in general? | MASSIVE CHALICE is the official name of the game. All caps is the only way to provide proper respect to the chalice. :D! |
| I loved the idea of Massive Chalice as soon as I saw your video, it was one of those 'Why hasn't this been done before?!?!' kind of moments. I really wish you the best of luck creating it! And while I'm eager to hear more about the game, I have several other questions surrounding other aspects if I may. I've read that 2PP are going to be filming you as you progress through MC's development. I absolutely love their work. What they're doing with Broken Age at the moment is incredibly interesting. Has it been different having a documentary crew around? As opposed to working in secret and showing off certain screens as and when you were ready and wanting to? And are you looking forward to having your fans watching every move and being able to provide feedback? (Also, is there any particular reason this is being made viewable by the public, rather than just backers this time?) | 1) 2 Player is amazing! I love them a lot. It's been weird getting used to having cameras around... but mostly they haven't been pointed at me since I'm not working on Broken Age! :D I like that we're not working in secret any more... it's just more fun and interesting to work with the community and get feedback ASAP! P.S. I've had many of those "why didn't I think of this?!?!?" moments as a game designer. Most recently with the excellent game FTL. :D! |
| I imagine for every person launching a Kickstarter the anticipation must be nerve-racking. I remember watching the video of Tim pressing Launch on what was, back then, Double Fine Adventure, and I can't imagine how he, or anyone else doing a Kickstarter must feel. Do you think you felt extra nervous because of the success of DFA? After seeing how much money they'd raised? Did you feel there was any extra pressure on you? | 2) It's completely nerve wracking. I thought I was going to vomit like 5 times that morning! There was a lot of pressure on me, but honestly there was so much support from the studio that it really felt nicely distributed. It wasn't just me pressing the launch button, it was the whole studio, and that made it a lot easier. :D! |
| Has there been any thought on having the raising of the children being a game system? i.e. Child from Tully's being raised by Starks, or an accomplished fighter mentoring up and coming fighters. | Yeah! We think hero raising should incorporate both nature and nurture, so we’re looking into fostering / tutelage being another way to influence your young heroes! This feature is really high on our list because it helps create those emergent stories that we're looking for! :D! |
| With the million dollar mark coming up (and already surpassed when paypal+bitcoin is considered), can you tell us anything about your plans for the teamstream? You've mentioned open development a lot, but what sort of things do you have in mind? | We're going to do all sorts of stuff on the teamstream! |
| Early on it will be more about concept art, playing inspirational games, and discussing the design of the game. | |
| Then we'll move on to tech demos and prototypes - walking you guys through the progress that's being made on the programming end. | |
| From there we'll move into pre-alpha footage of the game, where we show you everything is coming together. I refer to this part of game development as THE TRAINWRECK PHASE because it's always a disaster! This should be really fun to show in public! :D! | |
| After that it's going to be about doing playthroughs on the stream and getting feedback about specific features. | |
| And then we're done! You'll get to play the game! :D! | |
| Any plans for destructible environments or destructible elements in MC ? Ex. can I set a bridge on fire to prevent the enemy from crossing ? | No set plans yet, but if MASSIVE CHALICE’s scope and time permits, we’d love to include environmental destruction that impacts gameplay and gives the player more tactical options! :D. |
| Brad, thanks for doing the AMA! Since Massive Chalice hasn't revealed any stretch goals yet I have to know if there have been any talks of expanding the number of platforms the game is coming to due to the Kickstarter's success. Jake Solomon saw the advantages of touch for turn-based strategy and decided to bring X-COM to the iPad. Is there a chance we could see Massive Chalice on the iPad or Playstation Vita? | We want all of the money from the Kickstarter to go towards the PC/Mac/Linux version of the game. |
| But eventually I would love to port it EVERYWHERE! :D! | |
| What were you thinking for a character limit on the battlefield? Also what kind of movement and actions will the characters have. Chess piece style movement with a seperate cut scene for actions kind of like Fire Emblem. Full animated characters walking across the field with action happening right after you select it in battlefield like FFT? | For character limit I think we want to keep it low. Here's my reasoning! 1) Faster tactical battles. Less time between visits to the world map is good! 2) More attachment to the heroes. Individual permadeaths are more meaningful! We're definitely shooting for a more realistic scale. The actions will play out right there on the battlefield - no jumping to a cutscene and back! :D! |
| Also I like that video games have determined that 5 is a nice number for a fantasy party of heroes! :D! We're probably going to look at 4-8 as the ideal target. | |
| Will you guys be releasing development updates in the style of Broken Age? That would be so awesome! | We’re super stoked about doing open development with MASSIVE CHALICE! The 2 Player Productions guys are on board to do behind-the-scenes videos that will be geared more towards design and development than the Broken Age documentaries since we don’t have to worry as much about spoilers. I'm going to really encourage the team to be active in the forums, tumblr, reddit, etc. We’re excited about doing a livestream every two weeks where we can show work in progress and answer your questions live! :D! |
| Keep up the good work, and deliver some kisses to Tim. | I'll also give Tim a kiss for you. On the lips. :D! |
| So I, for one, am pant-darkeningly interested in this project, but I have concerns about the size of the chalice. Exactly how massive a chalice do you expect to be able to incorporate in the game, based on the $725,000 goal you initially posted? | The chalice will be MASSIVE at 725k, and only more MASSIVE at 1M! :D! |
| In one of your podcasts/videos, you mentioned "tainting the bloodline" with demonic technology. Will this always be your choice as King/Queen/Supreme Ruler? Can some of your less loyal/savory/wise houses experiment with the technology behind your back? In some sort of lust for power or "path to hell paved by good intentions" sort of way? | I feel like some of the more "sims"ey ideas, where the heroes have a lot of free will, could end up taking the game in a frustrating direction. So I think we want the player to be in control of most of the sweeping decisions about things like which heroes will partake in demonic technology. However! There are times when it's super sweet! I love it when your soldiers panic and freak out occasionally in XCOM. We had talked about demonic corruption causing your heroes to change allegiance randomly for a few turns in battles - that's super cool. :D! |
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