{"id":1801,"date":"2012-04-24T14:32:58","date_gmt":"2012-04-24T13:32:58","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=1801"},"modified":"2012-04-24T14:32:58","modified_gmt":"2012-04-24T13:32:58","slug":"explaining-a-valley-without-wind-what-the-heck-is-it","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2012\/04\/24\/explaining-a-valley-without-wind-what-the-heck-is-it\/","title":{"rendered":"Explaining &#8220;A Valley Without Wind.&#8221; What The Heck Is It?"},"content":{"rendered":"<p>(Guest Blog Post by <a href=\"http:\/\/christophermpark.blogspot.co.uk\">Chris Park<\/a>)<\/p>\n<p>Just what is this game &#8220;<a href=\"http:\/\/www.arcengames.com\/w\/index.php\/games\/avww-features\">A Valley Without Wind<\/a>&#8221; from indie studio Arcen Games all about?\u00a0 Read on to find out.<\/p>\n<p><strong>Procedural World Filled With Choice And Customization<\/strong><br \/>\nAt first glance it looks like your average 2D Metroidvania title, just with magic instead of guns.\u00a0 The difference is choice: except for a brief linear intro mission, this is all a procedural open world.<\/p>\n<p>Rather than linear levels, the emphasis here is on tactical combat and strategic planning.\u00a0 The overlord is strong, you&#8217;re weak, and you need to figure out how to fix that and go kick his or her butt.\u00a0 In a lot of respects the mentality is that of a strategy game (makes sense given our past games, eh?), but rather than it being an army of characters you control, it&#8217;s just one character at a time.<\/p>\n<p>The amount of customization is pretty crazy.\u00a0 There are &#8220;only&#8221; something like 40 spells you can directly craft at the moment, but there are also passive enchant buffs that you can apply to yourself.\u00a0 Enchants change anything from how you move; to how your spells behave; to how you light your way, or if you can breathe underwater, etc.\u00a0 Enchants are procedurally generated like loot in Borderlands or Diablo, and there are a few hundred thousand unique combinations possible at this point.\u00a0 Various items can be scavenged out in the world, too, such as magic scrolls to turn yourself into a bat, heatsuits that make lava easier to deal with, and so on.\u00a0 Figuring out how to best customize your character to match your skills as a gamer is one of the cooler aspects of the game.<\/p>\n<p><strong>The Community Vs The Self, Permadeath, And Thinking Outside The Box<\/strong><br \/>\nWhen you choose your first character, the game warns you not to get too attached.\u00a0 It&#8217;s not a question of IF your character is going to die, but WHEN.\u00a0 Upon death, the character is gone forever &#8212; and most of the time, a vengeful ghost arises from their corpse and makes the area you died in even harder.\u00a0 So, uh, tactical retreats aren&#8217;t just for the faint of heart in this game.<\/p>\n<p>It&#8217;s not like permadeath in a roguelike, though, where the mechanics are overtly punitive &#8212; we&#8217;re not out to punish the player.\u00a0 When you die you get to choose a new character immediately, and you keep all your inventory, enchants, and general progress in the game.\u00a0 There are some minor character-specific things that are lost, but it&#8217;s nothing remotely heart-breaking.<\/p>\n<p>We&#8217;ve also tried to emphasize choice with &#8220;community focus versus focus on self.&#8221;\u00a0 There&#8217;s a lot more that we want to do in that area in the future, but what is there is pretty nifty already.\u00a0 You can rescue NPCs and construct buildings for them, and in return those NPCs can help you out via long-range magic scrolls, for instance.<\/p>\n<p>I really love games where players get an opportunity to show their cleverness, rather than just jumping through a set of hoops the developer set out.\u00a0 In your average Metroidvania title, each challenge has one solution (see red door in Metroid = shoot with missiles), and that can be really fun in its own right.\u00a0 But in AVWW each challenge tends to have four or five solutions (at least), each with their own pros and cons.\u00a0 If you play as a bat you don&#8217;t have to worry about jumping, but you also deal less damage, get blown about by the wind more, and can&#8217;t go into lava or ice age areas.\u00a0 And so on.<\/p>\n<p>I like to tell the story of this one player who, during the beta, made essentially a melee fighter using the spell Death Touch and some jump-related and defense-related enchants; he managed to kill an overlord with this build, and I was blown away that this was even possible.\u00a0 It took a lot of sideways thinking to make the build in the first place, and then a lot of skill to bring down an overlord using that build.\u00a0 That&#8217;s what I mean by encouraging players to show their own cleverness (as well as skill).<\/p>\n<p align=\"center\"><iframe loading=\"lazy\" src=\"http:\/\/www.youtube.com\/embed\/fEei7x6iwDY\" frameborder=\"0\" width=\"640\" height=\"360\"><\/iframe><\/p>\n<p><strong>Adaptive Gameplay, And True Freedom Without Being Directionless<\/strong><br \/>\nIn a linear game, the difficulty curve can be set by level designers.\u00a0 In an open world, that&#8217;s not possible because we don&#8217;t know where you&#8217;re going to go.\u00a0 So what we did was make it adaptive to how you play: monsters have a general baseline difficulty to start with, and then they upgrade as you demonstrate your proficiency.\u00a0 Killed 100 regular bats?\u00a0 Okay, we get it, you&#8217;re good at killing bats.\u00a0 Time for&#8230; bats on fire!<\/p>\n<p>You can literally go almost anywhere you see in the open world &#8212; including right into the overlord&#8217;s keep at any time.\u00a0 Come on, it&#8217;s no secret where the oppressive dictator lives.\u00a0 The problem is that the monsters surrounding his keep will probably kill you before you even reach his front stoop.\u00a0 But if you&#8217;re so good that you could avoid getting hit at all by enemy shots, you could just go right into his keep and take him out with your starting pea shooters.\u00a0 Realistically it&#8217;s a lot more fun to actually play the game and buff your character appropriately before going for the take-down, but even then you get to choose when and how that take-down is going to happen.<\/p>\n<p>Each world is literally endless.\u00a0 When you beat one overlord, and thus save one continent, a new continent that is bigger and more complicated opens up.\u00a0 Some things carry across continents, others don&#8217;t.\u00a0 It&#8217;s kind of like a &#8220;New Game+&#8221; option that a lot of RPGs have, except better because you can still go back to your old continent any time, and there&#8217;s a lot more direct continuity.\u00a0 Each continent should take most players 8-14 hours to complete, but that really varies enormously depending on how much side exploration they do.<\/p>\n<p>One immediate worry with a game of such scope, with such long-form goals, is players feeling directionless.\u00a0 That was certainly something we struggled with early in the public beta, and with AI War as well.\u00a0 Thanks to the help of our core fanbase, we&#8217;ve managed to put together a system that guides without being directive.\u00a0 The &#8220;planning menu&#8221; in the game gives you suggestions on what to do at all times based on your current status, but you&#8217;re free to ignore those suggestions and do whatever you see fit.\u00a0 It also includes the equivalent of an entire wiki right in the game itself, so that you don&#8217;t have to go looking at external sources to find out where arcane ingredient #7 is, etc.<\/p>\n<p><strong>Where We Hope To See This Go Next<\/strong><br \/>\nThis has been our most successful beta so far by a factor of at least 4:1, and we had really positive showings at both Minecon and PAX East.\u00a0 Players willing, my hope is to be able to focus on building more of this game for the next 3+ years to take it from what is already massive (30-40 hours to even see all the content at the moment) to something gargantuan like AI War.\u00a0 As with AI War, the hope is to do tons of free content on an ongoing basis, and then a few optional paid expansions with larger content-drops along the way.<\/p>\n<p>Speaking of AI War, that game has been out since May 2009 and we&#8217;re still doing almost weekly free updates to it; and we have at least two more expansions planned regardless of how well AVWW does.\u00a0 We know that some folks&#8217; faith in post-release content has been shaken in light of various recent events with other developers, but we have a three-year track record of being there on an ongoing basis.\u00a0 We don&#8217;t intend to stop that anytime soon.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>(Guest Blog Post by Chris Park) Just what is this game &#8220;A Valley Without Wind&#8221; from indie studio Arcen Games all about?\u00a0 Read on to find out. Procedural World Filled With Choice And Customization At first glance it looks like your average 2D Metroidvania title, just with magic instead of guns.\u00a0 The difference is choice:<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Explaining &#8220;A Valley Without Wind.&#8221; What The Heck Is It?<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2012\/04\/24\/explaining-a-valley-without-wind-what-the-heck-is-it\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1801","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1801","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=1801"}],"version-history":[{"count":1,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1801\/revisions"}],"predecessor-version":[{"id":1802,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/1801\/revisions\/1802"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=1801"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=1801"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=1801"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}