Interview with IndieGameMag

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Interview with IndieGameMag

Postby loftar » Sun May 24, 2015 4:30 am

Just in case anyone of you are interested, Jorb and I were interviewed by IndieGameMag recently. I'm not sure if it contains much that you forumers don't already know, but nevertheless, in case you want to read it, it's available in two parts: Part 1 and Part 2.
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Re: Interview with IndieGameMag

Postby Arcanist » Sun May 24, 2015 4:45 am

Things are happening now. Now you must stick to the release date
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Re: Interview with IndieGameMag

Postby Patchouli_Knowledge » Sun May 24, 2015 5:06 am

Out of all of the pictures that could be chosen, why was there one that had an individual that had their gates walled in?
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Re: Interview with IndieGameMag

Postby jtpitner » Sun May 24, 2015 5:27 am

Awesome just checked it out....
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Re: Interview with IndieGameMag

Postby Arcanist » Sun May 24, 2015 5:31 am

Between that and the noob getting trampled on page 2, the screenshots really capture the true spirit of the game.
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Re: Interview with IndieGameMag

Postby sabinati » Sun May 24, 2015 5:50 am

Patchouli_Knowledge wrote:Out of all of the pictures that could be chosen, why was there one that had an individual that had their gates walled in?


because welcome to haven, bitch
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Re: Interview with IndieGameMag

Postby Kitamie » Sun May 24, 2015 7:27 am

It reads like the interview went very well. Congrats J&L well done. :)
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Re: Interview with IndieGameMag

Postby Amanda44 » Sun May 24, 2015 7:46 am

loftar wrote:Just in case anyone of you are interested, Jorb and I were interviewed by IndieGameMag recently. I'm not sure if it contains much that you forumers don't already know, but nevertheless, in case you want to read it, it's available in two parts: Part 1 and Part 2.


Interesting .......... I'm intrigued by this section;

Björn: The way we’re approaching it, the players will need to – through the event and narration system that I was talking about earlier – players will need to get experiences and trigger them in order to advance in terms of learning. How they trigger experiences is far from obvious. It is not simply that you can develop a mechanistic formula for how to trigger experiences because we have hidden a lot of the information on how the experiences are actually triggered. Which will, from the perspective of the player, hopefully, appear as a mysterious thing that simply happened. And people have some idea as to why it happened, because the experience will be related to something that you did in the game.

Like, you can get an experience for chopping down a tree, for example. But you won’t get it every time you chop down a tree, and hopefully, our idea is to allow players to get experiences but it will not allow them to seek experiences in a particularly theological fashion. Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.

Fredrik: One point I might add perhaps is that, the idea is since not all the characters will have all the experiences, different characters will be meaningfully different.

Björn: Yeah, a lot of the experiences will be extremely hard to trigger and obscure in terms of conditions.


For the first time I actually feel a touch of excitement and am keen to try it out, lol, better late than never ....... :)

One of the many questions I have is - Will you be releasing the game with a monetization system already in place or is that something that you will introduce at a later date once you gauge reaction to the updated version and the changes?

Thanks for posting. :)
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Re: Interview with IndieGameMag

Postby Avu » Sun May 24, 2015 7:54 am

Fredrik: But it’s not as though communities haven’t formed for sure. I mean, every world has had a large community. I think the earlier worlds at least had more communities with a positive influence on the world. For some reason or another, that has declined in later worlds in Haven.


See bitches you're a negative influence. Build something you worthless scoundrels, I'm looking at you and your ilk Nao.
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Re: Interview with IndieGameMag

Postby Patchouli_Knowledge » Sun May 24, 2015 8:10 am

I moresay it is because people are treating the game less like a survival/building/politics game and more of a MOBA (and we know how ridiculously competitive MOBA communities are). I would daresay that someone might be playing Haven and Hearth while having the Basshunter DotA song playing.
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