From Diablo II to Darkhaven: A Chat with Moon Beast Productions
888 segments
Hi, I'm Chris Wilson. Today I'm interviewing Phil Shenk, Peter Hu, and Erich Schaefer from
Moon Beast Productions. These three gentlemen were instrumental in creating Diablo II and its
expansion pack, Lord of Destruction, and are now working on a new action RPG called Darkhaven. It's
great to chat with you guys. Could you introduce yourselves, explain what your roles were on
Diablo II and LoD, and what other games you've worked on, and what your role is on Darkhaven?
Sure, I'll give it a start. Erich Schaefer. You guys probably know me from Diablo primarily. I
started Condor, which became Blizzard North with my brother and David Brevik. We made
Diablo Diablo II and after that I left with these guys, and a bunch of others,
to start Flagship Studios. We made Hellgate: London. I take full responsibility for crashing
that spectacularly. After that though, I think I kind of recovered. Peter and I, and a couple
others started Runic Games. We made the Torchlight series, or Torchlight I and II. I always seem to
leave after number two, I guess.After that, I made a couple of space games,
Rebel Galaxy and Rebel Galaxy Outlaw, and now I find myself here with these guys making Darkhaven.
Phil Shenk, CEO of Moon Beast. Erich sort of gave the introduction to what the three of us have done
together. I met both of these guys at Blizzard North on Diablo II. I specifically came there
to work on Diablo II. Diablo I was a life-changing experience, and I really, really wanted to get the
chance to work on Diablo II, and then I actually left Blizzard for a while and went to work at a
company called Wild Tangent doing 3D web games before 3D was a thing on the internet, and then
came back for about a year before we left and did Flagship Studios. And then after Flagship Studios,
I did a couple of my own companies. I had a company called Gravity Bear and we were doing
web games again. Did a small 3D web game called Battle Punks. We sold that company - I sold that
company to Kabam and then did some mobile games for a while. Got to do the whole large startup
experience and see Kabam's trajectory. Worked on a ARPG there for mobile called Spirit Lords,
that unfortunately didn't really do very well. It was critically well-received and fans liked it,
but it wasn't making enough money, it was a free-to-play game.So we shut that down,
and then I did another company with some folks from Kabam doing VR work. So, I feel like I've
done a lot of small startups and a couple of big things, mostly with these two, and then
Peter and I joined up to start Moon Beast a while ago, a number of years ago, to make ARPGs again.
So on Darkhaven I stand in as Art Director, although I don't really
do too much art anymore. At Blizzard North I was Lead Artist on the character side,
did a lot of the cinematics work, you know, was really very hands-on, built, animated,
textured, the Amazon and the Necromancer, did a lot of the monsters for Diablo II, Andariel,
ton of the monsters, especially on Act 1 and Act 2, and then moved on to do the expansion pack, but
I haven't done art in years and years and years, But I can talk art, so I stand in as Art Director
and then do a lot of the business development and fundraising and high level design stuff.
Hey Chris, thanks for having us on your show. I’m Peter Hu. I'm an Engineer that dabbles in design.
I ended up doing a lot of different things on Diablo II. I worked on every single system I
think, except for audio.One of my major roles was probably optimisation. A little bit of client side
optimisation, a lot of server side optimisation. Getting D2 to run 1k players on a box with, like,
100 mobs per player and nearly as many missiles was a pretty challenging task on Y2K hardware,
but I think I did that really well. Blizzard was able to keep that game going for 25 decades,
you know, without feeling a need to take it down due to costs, so yeah,
that was really fun. After Blizzard I didn't quite join Flagship when it was first founded,
though I was considered a founder. I stayed on to finish the last patch I was working on,
but then left to do Hellgate: London where I was the Technical Director. After that, I formed
Runic Games with Max, and Erich, and Travis, did Torchlight I and II. I was a Principal Engineer
on Marvel Heroes Online and Design Lead for that as well. That was with Dave Brevik and eventually
that shut down. I started a little company to make an indie CCG which I mentioned at the very
beginning that's called Mythgard with Brian Bazik who was one of the great engineers I met while
working at Gazillion. So we did that, and after that I hooked up with Phil to make Darkhaven.
Nice. Great to see you guys. Erich, what is your role at Moon Beast?
My role is always sort of Lead Design. I like to think of myself as lead QA, too,
because I constantly test and report probably the most bugs on every game
I've ever worked on, but so I've always been a designer and I'm Lead Design here,
too. Although Peter short sells himself, Phil, too. These guys are really good designers,
and that's what I did on Diablo, Diablo II, Torchlight, Hellgate, all these things.
I used to do art like in Diablo 1, I did all the environment art, I did all the UI stuff. That's
just because we were a really tiny team and I was, I guess, the most capable of a bunch of
us who had no idea what we were doing at that kind of stuff. Diablo II though we got Phil,
we got a bunch of really good artists on that and so, I turned into pure design after that.
Nice. Is it hard to fill the shoes of Diablo II? Are you worried that people have, like,
impossibly high expectations for Darkhaven because of your history
of working on such impressive games in the past?
Yeah, absolutely. I mean, that's kind of been my whole career in a way, you know, always chasing
Diablo II. I gave up for a while, you know, with the space games. I said, I'm just going to make
small games, that reach a small audience, although here with Darkhaven, I figured this is a great
shot again for a big success, but it's impossible really to chase Diablo because, again 25 years. I
think Peter said 25 decades, which I think maybe it might actually last that long. To have a game
that lasts that you can still play, and still people make content, and stream for 25 years,
that's unlikely going to happen again in my career. So yeah, sort of always under the shadow,
but at the same time, it's a cool accomplishment and people all know it, so I'm happy about it.
Fair. Well, speaking about new content, I mean, as you guys know,
Blizzard surprised us with the release of that big update to Diablo II, like,
a couple of weeks ago with a new character class and everything, adding a new character class
a quarter of a century since you guys added the last ones. How does it feel for you guys
that a game that you worked on so long ago is experiencing a resurgence these days?
I mean, it makes me really proud that it's still happening. I mean,
it also makes me wish I still had control over the property and I was benefiting from these things,
but, I think it's really cool. I have not played, myself. I've been too busy right now,
but I've been watching some streams and people are having a good time,
and I just love the idea that this game is still being played so widely.
Fair enough, and Peter, you were working on Diablo II updates basically single-handedly
for a while, so how do you feel about this update that they've put together?
Man, I want to pass on that. Really, it's something that I haven't really processed yet,
you know? I'm working night and day on Darkhaven, and I see this happen,
and there's a lot of emotions, a lot of things going through my head, but
kind of, I have to put that aside, just to keep going on what we're doing. So,
it does feel cool. I mean, you know, obviously, we had a hand in making Diablo what it was, and,
it's great to see that people still love it and play it, but, you know, in terms of
the specifics of like the Warlock and everything they've done, I think I still need to just like,
sit back someday and actually play it before I can have anything intelligible to say about the thing.
Hopefully, once things calm down a bit, you know, with Darkhaven,
you'll have a chance that you can stop and play some other games and check it out.
I haven't played it either. I remember back at Diablo II days, you know,
the thought of doing another class was a really, really big event when we decided
to do the expansion pack, and like, what those classes were going to be,
and coming up with the Assassin and the Druid. There's so much, especially as a character artist,
there's so much creative expression that was available back then, when we were working on
the classes,you know, like, the Assassin was a specific thing I wanted to do because I was
really into the kung fu movies, and kind of chi power, psychic power kind of stuff.
But you touched on recently, everybody wants an act, you know, and I hadn't even considered an
act, like, classes have become one way that ARPGs easily produce more content, like, we're doing a
new class, right? So that's kind of a common thing that people see, and even new act content, too,
but, the thought of Diablo II getting a new act kind of blew my mind when you said that, because,
I've always considered it as like, there's no way you could ever do that. How would you retcon all
the lore that's happened since then? You know, where would it be? Would it be in a location
that Diablo III or Diablo IV has already fleshed out? But that kind of got me thinking like, wow,
that would be incredible for Diablo II. But yeah, I maybe have a little less feelings about it,
because I worked on the expansion pack to get it started, and then I left, and it was super, super
bittersweet and painful when that came out because I just felt like, man, I wish I could have been
there for a part of it, and I left voluntarily, but I still sort of really had my heart in it,
and maybe that's where I made peace with, well, Diablo II is just going to be whatever it is. So
I'm just anxious to play it. I think it's really cool, I think, just having a new way to experience
Diablo II. I'm not a hardcore player though, so I'll just be casually bopping through the world.
I can understand from your point of view where you guys made Diablo II, you had a story you wanted
to tell, you had content you want to make. You delivered that, and then the idea of me saying,
"Oh, they could add another Act." Is your thinking "Well, you know, the game was meant to have this
much content. What do you mean just add another Act?” I think it's because, due to my live service
history with Path of Exile, adding another act is exactly what we would do, and so, you know,
I think of games as perpetually expanding them, which, I mean more recently my thoughts have
matured on this a little bit, that there is a lot of value to planning and scoping something out,
putting it in a box, and saying this is a complete product with intention behind it, and that's why I
quite respect Diablo II for its current size. It doesn't have too much of anything, which I like
quite a lot of. And I guess this is an interesting thing you guys will have to think about with,
you know, with Darkhaven as it gets really popular, the extent to which,
you know, you intentionally expand the scope of the core game,
and how you handle players' ongoing, you know, requirements for more content.
Yeah, for me it's my first opportunity to really do that. All the games I've made,
we sort of put them in a box and let them go like you're saying. I think, even though I wanted to
keep going with the Torchlight II, the rest of the team didn't, so I didn't get a chance - we
didn't get a chance to keep improving, and iterating on the game, so I'm excited to do
that with Darkhaven, but yeah, I missed out on that before. I'm sure it's its own nightmare,
which you're familiar with, and so I'll see how that plays out, but I like the idea right now.
Yeah, there's a lot to unpack with that stuff, but it's, you know, it's rewarding because it
means that you - it's like making new games all the time. You get to work on something,
release it, work on something, and release it, and that's a very different feeling than
working on something for five or seven years before anyone gets to see it.
Right. Yeah, and I think for me, we always put so much work into these systems, the combat systems,
and the economies, and the UI,UX, and then to just kind of toss it out and say,
"Okay, what's the next game? Let's start from scratch." I was like,
"But we've got these cool systems. They can just be iterated on for a long time,
let's just work with it." So, I like the idea of, the systems live on if we support it.
Yeah, the impression I get with the work you're doing on Darkhaven is
that it's setting it up so that you can modularly add new content later. Like,
you've spoken about modding tools and so on, and I imagine that not only benefits you guys
as developers working on the game, making it really easy to add content now and later,
but it also benefits the community if they want to add content in the same way.
Yeah, I think we're also trying some crazy new stuff with the terrain deformation,
and the altitude and stuff. So, we're putting a lot of work into getting the systems solid,
the building blocks all made, and I feel like we're in good stead to
just start dumping in content once we cross a couple more milestones here.
That's awesome. Well, I have a couple more questions about Diablo II, mostly to satiate my,
you know, passion for hearing about how it was made. One of the topics I'm really interested
in actually is that, because Diablo II was a 2D game, you had to render out these sprite sheets
for everything in the game, and pretty much like every angle of every frame of every animation,
and this would have only got more complicated due to like, you know, stuff attached to characters,
helmets and pauldrons, and that kind of stuff, and I was wondering like, you know,
I can imagine from my point of view what it would have been like to work on that,
but you guys actually lived through this. So, I was wondering,
what are the biggest production bottlenecks in that workflow and like, now that you're
working in modern 3D with Darkhaven, how does that make it easier, or even harder?
Yeah, I remember rendering out not only the cells from each direction of the of the characters,
but we had to then hand cut them up, so that the arms would be in the right place,
the arms and the weapon would be in the right place versus the other little pieces, and it was a
nightmare of just these, giant sheets of multiple little pieces. It wasn't just the whole guy,
you know, we'd have to cut off the arms, cut off the head, kind of reattach them onto this,
all by hand at first, and that was mostly me just kind of figuring it out how to do it at first,
organising them in Photoshop. I'd make little errors that would screw up the whole thing,
but then we got some decent tools to make it happen, and then we hired a friend of mine,
Chris Root, to actually do all that work behind the scenes, but it took a lot, a lot, a lot
of work, and it was just a lot of manpower, and that it was always touchy, where it wasn't quite
working out, we'd have to redo it, rerender out these sheets. So, it's a whole new world today.
I can't speak too much of the process anymore because again, I've gotten out of the art side
of things, and just into the design, but it seems like things happen a lot faster nowadays.
I mean, the Diablo II what Erich's talking about was probably more Diablo I by the time
I got there. I mean, that was, I lived that for three years, and you know, we weren't dealing
with individual sprite sheets by that point, we had file formats that would pack them into a,
you know, we never dealt with the sprite sheets. We had a tool where you would render it out. There
was a plugin inside of 3D Studio Max that would render it out to this 24-bit format,
and then there was an offline process that would come up with an optimal palette from the 24-bit
source art, and re-render it as an 8-bit game file, and it was a sprite sheet behind the scenes,
but we had a viewer so we could look at each individual part for each frame of every angle,
and the hand work that we had to do, was for every frame of every angle,
we had to order all the components for each character. So we'd have the right and left hands
which included the weapons, and we have the arms, the shoulder pads, the pauldrons, the torso,
the legs, I think the legs were just one piece, we had the head, and then there were a couple
little add-on bits that we added here and there, and we could copy like the ordering, you know,
so you'd kind of set the order for one direction, and then just paste it for the whole animation,
and then play back through it, and like if the hand went behind, you'd have to flip the hand
behind here. There was a lot of, you know, that didn't always work because you'd have a component
that should be in the front, and behind, so, we had a mat material also that we could put on, say,
the head, and when the hand would go behind the head, it would just make that hand disappear for
that frame. And it didn't always perfectly line up because the head could be different sizes,
so, you know, if you really looked at the art closely, you could probably see places where it
was overlapping, but everything was moving really quickly, so you didn't really get to see it. But I
remember thinking, even at the time, that this is probably the last and most complicated sprite 2D
game that's ever going to be made, because it felt like there was no way we could push the technology
any further than what we were pushing it, and the file sizes were getting really significant,
like, one character would be like, 150 megabytes, which was huge back then,
you know. So, we were trying to figure out how many CDROMs we could ship it on, you know,
and we had the Act that would take up a lot of the artwork, too, but, yeah,
it was cool to figure that out, but it was a lot of work. If we ever wanted to add, I mean, that
was the limitation. That's why we could only have three sets of armor, and we would just mix and
match the pieces of each armor for the inventory item, and we did palletisation. Yeah, it was
easily the most complicated, well, I don't know, maybe there were more complicated sprite games.
But we came up with the whole scheme as kind of,
trial and error. We had to invent it, you know, there were no…
Yeah. Yeah. Some of that was in place when I got there, and, you know, I was the only one
who knew 3D Studio Max at the point, so that's kind of why I became de facto Lead Artist,
because I was sort of teaching people how to use Character Studio, and 3D Studio Max,
and those tools were developing, you know, as we were working. The Amazon was already partly
made when I got there, but the Corrupt Rogues were actually the first character that was put
through this whole pipeline, and they were kind of the test bed for this all working,
you know, and they were overengineered, the Corrupt Rogues. They had, you know,
they themselves had three different armor sets. They had the light, medium and heavy,
you know, tentacle levels, and they also had all their weapons. Spent a long,
long time just on the Corrupt Rogues, but then, you know, we knew that the Amazon was ready to go.
What Phil said actually reminded me of a small tidbit that might, you know, you might find
interesting. So, I think Diablo II shipped on six CDs, something like that. It was big,
right? It was actually costly to manufacture, but what we ended up doing in order to fit all
of that art onto the six CDs is, we lowered the quality of all of the characters. Like we
compressed them all, and so we actually had high-res versions of all of the characters,
like higher res, higher colour fidelity, and I don't think we ever shipped it,
and I believe it was completely lost to time like you know sitting in a junkyard somewhere.
Yeah, there were 24-bit source files, there were DH5s, which was the 24-bit ones,
and then DC5s, which were, I don't know what that stood for, and then we did a
16-bit version. Was that the expansion pack that had the 16-bit rendering? Or,
that was only in the 3D? The 3D was rendering it in 16 bit.
What I'm saying is, that we actually cut it down from there,
like at the very end, just to fit it all on the CDs.
It wasn't even 8-bit sprites at that point?
No, not even 8-bit.
That is fascinating. I have a hundred questions about this, and I mean, even the palletisation
stuff, like, my understanding with Diablo II is that you had a pallet per Act. When I forced a
Diablo II client between Acts, I noticed the pallet is scrambled for the terrain stuff,
but it's consistent for characters, and inventory and so on, so that means you
would have had to have some budget out of your 256 colours to allocate to environment,
and the math required to like, work that out correctly, and then like the stuff it
restricts you from doing in a given Act, like if you've got a very yellow and brown Act II,
you couldn't have a pink area because there's just no palette budget available for it.
There was reserved areas for characters, reserved areas for UI, and reserved areas for background,
and they could borrow, and at several points along the way, I mean, it was really cool the way
that - I guess it was mostly Dave that set this up - is that, if we ever added a lot of new content,
the backgrounds were usually this way, because when we'd start an Act we didn't have anything,
you know, there wasn't anything to palletise, right? So, they would go ahead and build out
Lut Gholein and build out, you know, a lot of Act II, and then we would do a repalettisation. So,
we just run it through all the 24-bit sources, and it would come up with a new optimised palette,
and we could lock certain colours, I think, you know, like don't change these, you know, like for
the UI for sure, you know, and for the characters. But I think even then, we could, and want to make
sure you have a ramp because we're doing lighting, right? So, you're not only trying to reserve
the colours, but you're trying to reserve enough values for each colour, so that there was a ramp,
you know, and you could light it or at least approximate the lighting, but sometimes we’d
do that palette and everything would look kind of weird, and it's like, okay, we’ve got to get
in there and figure out how to artificially give it more of this colour,or less of this colour,
so it doesn't overindex for a certain thing or, you know, there's a really important like
red or something in the environment, and it wasn't really in the source very far, so we
have to specifically say like, carve out this red so that, you know, that's going to show up.
Yeah, I remember explicitly saying “Hey we got to have some reds to get the blood to show up right”.
I guess it probably needed it for the mana ball too. I think that was Mike O’Brien from Blizzard,
you know, went on to Arena.net and everything, he came up with the palette scheme,
this idea of how he could do a dynamic palette based on the levels we'd made. It
took him a little while to sell us, but then we had to iterate with him to reserve these ramps,
and for the character stuff. It was a neat process, and it came out really,
really good because the game looks a lot richer than just an 8-bit game.
Steven Woo actually ended up implementing it for Diablo 2, after consulting with Mike. Yeah.
What I'm noticing here is that in Diablo II, you broke significant technical ground,
like with Battle.net as well, right? Like there's, you know, the random level generation, pretty much
every area of the game was years ahead of the competition, which is why the game is, you know,
so crazily impactful, but I'm noticing that on Darkhaven, you're also taking on hard technical
challenges, right? Like the terrain destruction stuff. I mean, that's not easy, you know? Like,
Minecraft made billions from doing that, you know, and then popularising it, and it was a very hard
technical challenge, and you know, you're rolling that into like, what people may not understand
when they're evaluating this is, okay cool making, you know, terrain destruction is hard, but then
doing it in a consistent multiplayer environment, like this stuff needs to be serialised, like,
it's got to be represented in memory, you've got a huge world, you're changing parts of it,
there's all this stuff here, and like, you're taking on incredibly hard technical challenges
so that you can have a game that's years ahead of the competition. Is this intentional? Like,
is it your game plan of just solve all the hard stuff like no one else can do?
I mean, I think it's just something naturally that we try to do based off
of what we want to do for the game, right? Like we get all these ideas and we're like,
how do you implement it? How do you make it happen? Darkhaven actually has a completely
different network infrastructure and architecture than we've ever used before in an ARPG,
and there's so much more, like people being able to edit online, live, collaboratively,
worlds. I mean, I don't think anyone's doing that, but it's just so fun to like,
think of these systems and implement them, so, yeah, and they add to the game.
We don't try to make it hard on ourselves, but we have. I think it's just the fun of the challenge
to keep development fresh. I mean, I'm getting to be an old guy, but I still, every day, you know,
just love to think about what we're going to tinker on, how we're going to make these things
work. So, I think it kind of, has to be complex for me to be really interested in working on it,
and then Peter obviously loves this stuff, too, so, we have a great time.
When we started, I remember, you know, Peter talking about what he wanted to do on the engine
side of it, and it was a very specific decision to make it, it’s effectively a 2D engine really,
like we have heights, but you know, everything is on a grid, and I mean,
Peter would be the guy to explain it, but the way I understand the way he explained it to me is, you
get vastly more efficient servers that way, you know, because we're really not, it's not like a
3D world where you have to track the XYZ position of of everything and, you know, the server isn't
running Unity at all, you know, it doesn't know anything, it doesn't even know it's a 3D world, it
just knows that it's a grid, and things are moving on the grid, and you have a position on the grid.
No, that's all wrong now. That's not what we're doing. No, no, no. We're not doing that. It's 3D.
Well, why can't you go over things then?
Oh, I mean, there's limitations on the path finding that we haven't implemented yet in
terms of, you know, pathing in 3D can be hard, right? And so, we haven't done that,
and there's aspects of it that are a little bit 2D, but the world itself is fully 3D, like,
we track everything in 3D. All of the terrain is tracked. You can jump over missiles and, you know,
we track like, what you hit where, and so it's pretty much a full 3D engine.
Okay.
With like a couple of limitations that
we're probably going to solve before the end of the project.
Now Peter, correct me. I'm with Phil. I kind of think of it as, do we get efficiency or something?
Don't we do like, oh for each xy position in the world, isn't there a stack of like,
eight types of rock, and then four types of dirt. Is there an efficiency?
It's not like that, no. It's really funny that we're talking about this now, but,
yeah I mean, we can have unlimited different types of strata like, stacked on top of each other,
and we track all of it. There's efficiency like, for an isometric game primarily, and also just in
terms of human like, visualisation of the world, right? Like in terms of spatial partitioning,
there's definitely efficiencies you get in terms of like, we're not making a space game,
right? We're not like, spaceships aren't like, in every single possible direction from each other in
full 3D, or whatever, so like, the world itself like, we encode it in a way that is optimised
for like, sort of an isometric experience, like a real world on the ground experience,
right? There's certain optimisations in how we represent the world in that regard,
and we take advantage of that, but that doesn't mean that the actual representation of the world
isn't full 3D, and the servers are doing all of the 3D math that makes that happen.
The explanation Phil gave of his impression of how it worked is like,
basically exactly how it works in say Path of Exile, as an evolution of, you know,
the way it works in Diablo II. So that would have been my guess as well, as to how it worked,
except behind the scenes you added a third dimension, you know. Yeah, I am impressed at
the amount of technical challenge that you're undertaking because, the work you've done
there in order to properly represent the 3D, will, once you get 3D pathfinding and stuff,
probably let you do some really cool stuff that a lot of other action RPGs just don't allow.
And just the real-time nature of it is really cool, too. We didn't actually start off wanting to
make the game like deformable terrain. We started off wanting to make an editor, an online editor,
where you could edit the terrain the same way you would in like, Warcraft 3 or Starcraft,
you know, any of those editors, like the most recent editors that, you know, but Erich got
there and he was like, well, why can't I do this stuff? I mean, I'm doing it in real time in the
editor anyway. Why can't I just do it in the game? And so we just started pushing the game,
and it was really cool. I think, it's not like, finely tuned yet, right? Like there's definitely
people where it's like, "Oh, this is a little bit janky, but you know, it's the very beginning
of the game in that respect, and we have a lot of time to polish it up until it's just really good."
Yeah, I've been impressed with the bones. I played an early version of the demo last year that
Phil shared with me, and the bones that it has in terms of technical underpinnings and capabilities
were very impressive. Obviously, most people don't see game demos that early, like, normally,
you know, in a regular game development cycle, company will like, you know,
sit on its secrets, and polish the thing to be very consumable before people play it, so,
this is a great opportunity for the public to see a game that's at a much earlier stage
in its development than they otherwise would see, which is a really cool insight that they get, but,
yeah I greatly enjoyed my time with the demo, and actually, credit to Erich here as well that, the
thing that hooked me in was the Diablo-II-isation of the item system, or the remnants of that,
you know shone through. I felt when I was playing it “Wow this like feels like home in terms of
itemisation” and that wasn't something I was expecting, because, normally when people share
demos of action RPGs with me I'm so picky, you know, about that kind of stuff that I,
only have a hundred bits of criticism about itemisation and various other feel factors,
but in this case like, you know, we could tell that you were involved which is very cool.
Thanks for saying that, but really Peter deserves the credit here on the itemisation. I mean,
we talk about it a lot and I offer my opinion on a lot of things, but he started the systems, sold
me on them when I didn't agree, I wanted to push it in the ways I usually think about these things,
but this is the first game where I would say I'm not leading the itemisation and it's Peter's baby.
Well great job, Peter!
I agree. He's doing an excellent job, and again,
just laying the groundwork for where we go from here. We're in great shape in that respect.
That's cool. Yeah, I have noticed, Peter, that you've been talking a
lot about itemisation on the Reddit post you made. So, I should have inferred that, but I
assumed from Erich handling a lot of that on Diablo II, that it was his hand at work there.
I mean, his hand's definitely in it because he's constantly giving feedback,
right? and tuning like, that's his superpower is constantly playing the game over and over again,
and fine-tuning the things. So even though I might have designed
some of the systems early on, they're fine-tuned by Erich in a lot of ways.
Yeah, fair enough. I actually have a question for you, Peter, going back to Diablo II stuff very
slightly. My understanding is that you were primarily the driving force behind the 1.10
patch for Diablo II. I mean, I've heard people describe it to me as like, you know, you're the
sole person sitting there writing it yourself, but I understand there probably would have been
other support infrastructure within Blizzard. As a really active 1.09 player at the time,
the idea of getting such a substantial update for Diablo II released was a huge deal to me and
my friends. Like, the fact that 1.10 was being made was just this extra gift that we received,
and we kind of got it out of nowhere, and so, there's a lot of players who would want to like,
personally thank you for delivering that update, but do you have any like, you know,
a brief story about like how it came about? Like what was happening behind the scenes then?
I mean, there's also players that would want to kick me for that update, but yeah, I know it's
a mixed bag. I was actually pretty much the only developer working on any of the patches
after 1.07, which was the LoD patch. Pretty much we had crunched, just like, I was working 100 hour
weeks for years, just to get D2 and LoD out the door, and I don't think anyone had much appetite
to continue working on it, except for me, and so yeah, I mean I just loved the thing, and kept
working, and wanted to see it being supported. I was still new at the time, in some ways, and so I
made mistakes in the 1.10 design that I wouldn't repeat, like I know like, you know, some of the
Runewords weren't well balanced, and you know, synergies were probably a mistake in many ways,
but you know, it was a different time, like, there was no QA. I pretty much got Julian Love and Wyatt
Chang to play whatever I did because they were new, and I knew they were hardcore D2 players,
so I was just like, "Hey, try this out, you know, give me some feedback." And yeah, I mean, it was
a weird process. I think at the time I had sort of established myself as someone that, you know,
Dave, Max, and Erich could at least trust a little bit, and they gave me free reign to do what I
want, and what I wanted to do was at least half my time spent on supporting D2, and so that's what I
did. Yeah, and I really wanted D2 to be moddable. I really saw a lot in Warcraft, and Starcraft,
and how custom games kept those franchises going. So, I made a lot of changes to make that happen,
and, yeah, it's weird. There's no PTRs. There was a lot less support infrastructure than you would
think. I think I had Mike, Matt Householder, and Christian Archie supporting me as Producers on it,
but yeah, and of course there's the Battle.net team. I didn't do everything. Brian Fitzgerald,
who's on our team now at Darkhaven and was like, Director of Technology at Blizzard
from almost like, original Warcraft to Overwatch, was supporting me a lot
from,sort of the Battle.net side of just the database type stuff. I think he implemented like,
the Rust Storm and things like that, so yeah. But it was weird because I was halfway through 1.10
when Dave, Max, and Erich just came in, called the studio meeting, said that they were leaving,
and it was just like, that day like, right after they gave that speech to the studio and everyone
was in shock. I just went up and I said, you know, I'm going with you. Whatever you guys do,
you know, just take me with you. But I still had to finish 1.10 and I didn't want to leave like,
the community that I've been communicating with the whole time. I didn't want to like,
leave without giving them you know what we talked about, and so I ended up staying like,
I think at least six months to just finish 1.10. I don't think my heart was in it at the time,
but it was just something like, I felt I had to do, and then you know,
as soon as that thing shipped I was out the door, and joined Flagship to make Helllgate.
Given that 1.10 opened the doors to so much modding capability for Diablo II,
and how over the last 20 years between now and then, much of the community's enjoyment of
Diablo II has been through mods, I think the work you put in there was very appreciated,
even if, you know, you feel that some of the Runewords or synergies weren't quite perfect,
the, you know, 90% of people's play time in terms of the enduring legacy of the game has
been in the wide variety of mods that you enabled, so, that was a decision that really
helped the action RPG genre, right? Like a lot of stuff is innovated through mods, and that's,
I guess a good segue into the modding stuff with Darkhaven, because you've been quite outspoken
that that's a thing that's very important to your team. I guess to what extent did you learning
about facilitating modding with Diablo II, help the way you've structured it with Darkhaven?
Actually, not too much. I mean, Diablo II wasn't meant to be modded, and so, anything I did for
patch 1.10 was really just like hacking it in, in many ways, you know, I learned a lot more about
modding actually from paying attention to Warcraft and Starcraft, which were, you know, built to be
modded, and so I think a lot of our decisions around how to make things moddable probably draw
more inspiration from those games, than they do Diablo II. I think Diablo II does have one part
to play, which is that the database of items and skills and monsters is enormous compared to what
you would normally see in a Starcraft or Warcraft mod, or like at least a typical one, and some of
the mods, like, there are mods out there for D2 that have like well over a million recipes,
like for cube recipes, right? So it's like, that part of it in terms of being able to support like,
data manipulation for modders, being able to wrangle that much data, I think is something
that we've learned from D2, and want to be able to support, you know, with Darkhaven.
With regard to the way that modding works and, this is going to be a little bit complicated,
you guys will have to explain to me. So, my understanding is the multiplayer model in
Darkhaven is that there are large shards that you can play on publicly for players who want
to have bustling, you know, interaction with other players, but that an individual player,
or, streamer, or community, can run their own shard, and these shards are all hosted on your
authoritative servers to prevent cheating. So it's not like I can run it on my computer and
fiddle with the memory and that kind of stuff, and so you have server authority,
but it's split into several different independent games, and those games could
have separate rules. Does this mean that you can run a mod as one of the shards?
Yeah. I mean, that's why we let people mod online, you know, so that they can mod our servers,
which is actually an insane thing if you think about it, like, just the implications of that,
and the technical challenges that we have to solve to allow that to happen is pretty crazy,
but yeah, I mean, we want people to be able to create persistent online mods of Darkhaven,
run them, and let people actually network mods together, work on mods collaboratively,
let characters travel between mods, if the operators of the mods, or the admins of the mods,
or the mod servers, or whatever you want to call, it allow, and, yeah.
I have a lot of technical and business questions about this. It's quite unique. Like I get,
you know, games like Minecraft, for example, have modding and so on, but Minecraft servers aren't
run authoritatively by a trusted developer. They're run just on random Linux machines
that kids have spooled up on the internet, which means that there could be hacking and
duping and stuff like that, that, you know, isn't policed as well as you guys will be able to do,
and I firmly believe that an important thing, the thing that's very important
to many Action RPG players is playing on an economy which validates progress, right? Like,
you know you want to be there for when an economy starts and push really hard to get the good items
and get the levels before other people, knowing that the server is validating the fact you didn't
cheat to do that. We see this with Diablo, and Path of Exile like, ladder resets where,
you get a lot of people turning up to play because they get to demonstrate their
mastery of the game, and skill at it, in an environment where they couldn't just fake that,
and so doing this on the server of course is the correct way to do it I feel. Now,
there's a lot of questions here, right? Like, I mean, there's business questions about how, like,
for example, you know, are you monetising mods? Is this a thing where like creators who have mods
are going to get a share of that money? And if so, you know, are you covering the server costs
of running these mods? What if the mods consume a lot of resources? You know, if I make a mod
that spawns a million zombies, what's policing that? You know, there's so many questions here.
Yeah. So already, you know, we have like, a basic editor that ships with the demo. So you
can actually go in, check it out. People have spawned like a hundred instances of the boss,
like Narlathak is the boss, has the most complicated AI, you know, the most skills
or whatever, and they can just like, plop him down. They're all running on our server, and
actually the server has been much more performant than we actually anticipated at the beginning,
even though we haven't optimised it as much as we could. Every single person that's playing
the demo right now, at least online, are playing on a single home computer,
like, the servers on a home computer in someone's house, you know, and,
it's working. I mean, it probably has very little utilisation, even now. So, that's cool.
You haven't done like a large cloud roll out to support this, you've got a…
Not at all. Yeah.
That's impressive. It performs well.
Yeah. Yeah. It's, like I said, totally new network architecture. We have people playing all over the
world. One of Erich's friends was playing from Japan, and said he was playing online,
and didn't even notice lag at all, like, we really designed this network architecture to reduce like,
the feeling of latency when you're playing the game, and I think it's done its job like,
better than we had even hoped. And also, it's really easy to like, program for it,
like, it's almost like you're making a single player game. So a lot of the cost,
like the development cost, of building content is lessened with what we're doing,
so once we start building content, it'll be really easy,and we'll have like, less bugs and less,
you know, you don't have gameplay programmers having to know exactly how to write like,
client server code. So, a lot of this is just stuff that has been like, you know,
we've been thinking about for a really long time, like working on all these ARPGs that we've been
working on, like a lot of the technical team anyway, you know, over the years, and so, yeah,
I mean, it's pretty cool stuff. I mean, in terms of business, I think of course, it's possible for
a mod maker to create a mod that overutilises CPU like, way beyond what I've described,
and if that's the case, yeah, we do plan on having a monetisation models similar to like Roblox or
whatever. Mod makers can monetise their mod with like, an in-game currency, and I think like,
you know, we haven't gotten to this point yet, but I think if a mod maker does something really
crazy, we'll probably just end up at that point being like, "Okay, your mod is too crazy. We're
going to limit it unless you want to pay us, you know, some fees to cover the cost of compute."
The business model stuff is kind of up in the air. I think we're super flexible in the design,
but then we can make limitations as we decide how we're actually going to fully monetise all
those decisions. Also you mentioned ladders and season type stuff. I'm sure we will have some
way to mark characters as pure, as our rule set only, and haven't been tainted by some kind of,
you know, treasure mod, where they just hop into the world and somebody's gives them all
the loot in the world or whatever. So, we'll be able to restrain things in a lot of ways,
we're just building it super wide open, and haven't picked out those ways yet.
One of the things that, between Blizzard and Moon Beast, at every company I was at
I started noticing, I mean even at Flagship we were noticing this, but just started noticing
where new game genres were coming from, and where like, innovation was coming from, and I think it
was at Kabam where a couple of us sat down and really made a business case, and like looked
at all the data, and historically saw like, where there were big shifts in the expansion of a genre,
and some of it was like, there's a new platform like, you know, a new Nintendo console comes out,
and Mario Kart comes out, and if you consider Mario Kart a racing game like, the total racing
genre just went bloop. It was all because of this new game that came out, but a lot of the times it
was from a mod, you know, like you would have Half-Life, you know, and Counter-Strike and you
know, we all saw what happened with Dota, and that turned into League of Legends. I was at Gravity
Bear when the designer who was working for me, actually Peter's brother, Allan, we were trying
to figure out what game we were going to make, you know, and what game we were going to pitch, and he
came in and he was talking about this mod that he was playing on Warcraft 3, and it was like,
you know, there's lanes, and they got these creeps that are coming down the lanes, and you have to
pick a hero, and you go down, and it just sounded so weird, and specific, and kind of like, I don't
really - what's the big picture? You just keep doing this over and over again? It's like okay,
I don't know. We played it and I was like, okay, this is kind of fun. Maybe let's try to prototype
something, you know, we'll try to prototype our own version of this, and in the middle of doing
that, it was announced that Riot got funding, and they were going to build their own version
of this, and you know, it was kind like, so many times in my career, I'm sure in all of
our careers, right? We have an idea, and we think it's the best idea in the world, and then lo and
behold somebody else is already building it, but that idea that a genre tends to stagnate. I mean
it turned out, MOBAs turned out to be perfect for the genre because, RTSs were not the best esports
model, you know, there was a lot of problems with RTSs as a esports for the masses, you know,
and to really popularise it, but just organically, modders came up with this solution that was way
more friendly to watch, you know, they were shorter matches, it was more exciting, there
was more back and forth, you know, you could, you know, almost losing and then you turn it around,
and then you come back, and that rarely happens in an RTS, so just organically, the community
came up with this game genre that no publisher, or designer, or studio ever would have taken a
gamble on. It was just too weird and specific. But modding is doing this all the time, like, modding
is all the time expanding the genre, creating a new thing out of something that was there, that
just, at the time it seems like it came out of nowhere, but if you look back at it historically
it's like, oh it makes perfect sense. So that was, when we started, Peter was talking about making a
moddable ARPG at Flagship, and that didn't get off the ground, but when we joined up again to talk
about what we wanted to do at Moon Beast, that was front and center, and a core idea was that,
ARPGs are really difficult to make, it's a big investment, there hasn't been a lot of innovation
in ARPGs, like big innovations on the order of magnitude of what, you know, MOBA was to the RTS,
and so if we can create a platform that allows people to really experiment with all the systems,
and the gear and the mechanics, and the online persistence and the economies, you know, with
all that ARPG stuff out of the way, we might be able to capture the MOBA equivalent of the ARPG,
like the next big weird innovation. And so that's why we want to keep those modders incentivized
to stay on our platform, like they can make money doing it. Blizzard, I know, well, I've heard this,
you know, I don't know if culturally they know this, but like, they missed out on that because,
you know, the modders couldn't make money on the back of Battle.net, you know, they were competing
with Blizzard, or Blizzard saw it that way. At least that's my understanding of it. So, they went
off and started a new company. So, Peter mentioned Roblox, right? If we can capture those modders,
and get them to stay on our platform and, you know, make money on our platform, or build their
communities on our platform, you know, that's kind of the big picture. It is the big picture.
That's the big vision. You know, we want to make a game. We want to make it fun. We want to make it
because we love this game, and we want it to just be fun out of the gate, but we're really looking
forward to what people do with it when we start to really flesh out those tools, and we think
there's some really exciting ideas that nobody's thought of yet that might come out of this.
Just when I'm playing, I think of other kind of games we can make with the engine here, like, just
one of the fun things to do early on was, I would just fire fireballs across this chasm, and destroy
the other side of the chasm. I was saying you could just like, make a Castle Siege game where
it's just one guy versus the other firing these fireballs, to destroy the other guy's terrain,
and so it's kind of easy when I play to imagine different games based on our exact engine here.
It occurs to me that even aside from monetising the mods, there are other benefits to supporting
it, right? Like from your point of view, if there's a popular mod, people then have
to buy your game in order to play that mod, like if the new Dota spawns from Darkhaven,
then people may be buying it to play that, rather than the core rules, if it happens to be so sticky
and viral, and then the other thing, of course is, while it's great for creators to earn money,
even if they don't earn money, this is a platform that supports persistence and multiplayer,
which are both incredibly hard to spool up in their little Unity project. Like yeah,
they can make their game rules in Unity, but then they don't exactly get the ability to deploy that
at scale, and that takes millions of dollars of effort to develop, and you've already done that,
and they're providing that to them, and when you think about it like, game development
tools usually cost more than 40 bucks to buy, right? Like this is actually a pretty good deal,
you know, for its versatility, you know, compared to the significant costs of
actually paying for proper, you know, Unity and Unreal stuff of what it ends up costing.
It's very difficult to write those systems, too. Like, the first thing anybody ever wants to make,
it seems like when a new moddable game comes out is an RPG, you know,
and it's hard because, if you really start to especially do the itemisation
and the between session persistence and all that, it's hard to stand that up.
Yep.
Can we get Chris to help like, come on as like, Chief Marketing Officer or something like that?
Very happy to give you some free marketing advice, but I think you guys have this sorted. You've
been in the industry a lot longer than I have. Yeah. So I have a question here. I was rereading
Erich's postmortem of Diablo II, you know, as I do. You wrote like 25 years ago an article,
before LoD came out, it's on like gamedeveloper.com or something,
and in there you mentioned that, you felt that the tooling for Diablo II was separate from the game,
and that if you know you could go back in time you would have integrated the tooling with the
game. So my question here is with Darkhaven, it feels and sounds like you have integrated
all the tooling with the game client. Is that the case and what benefits are you seeing from that?
Yeah, for sure. Diablo II had, for me as a designer, remarkably terrible tools.
I couldn't even like edit data, I had to just like, suggest, literally hand people paper of,
reduce this guy's hit points to this, there's no in to in-game tools, there was no - read
from Excel is the obvious thing I wanted people to do, we didn't even have that, so the tools
were just terrible, the turnover time for me to iterate was, at best one day on these things,
instead of like right now, I could try a hundred different values in Darkhaven,
which I'm sure though, this is pretty common. We had it much better by the Torchlight days,
and since I'm sure you had much better tools than we had back then, so it isn't that radical,
but the idea that I can just, keep adjusting the run speed just while I'm playing, is
remarkable advance, but I feel like most of that advance actually did happen with with Hellgate,
and then in Torchlight for me, and I suspect everybody's working with better tools these days.
Yeah, I think the big difference here is that you can do it in a multiplayer game,
right? Like you could actually get a couple people in, and start like tweaking values,
and making stuff, and having it work, which is I think, the big thing that Darkhaven has.
And also non-trivial, yet another hard technical task you've undertaken.
And yet it's working pretty well. People right now are, they have editor wars where they spawn
up big towers, and try to pour lava into the other guy's lands, so, what's kind of one thing
that immediately comes to mind is, hey if you can do this in the editor, why don't we make a skill
that does this in game? So that's kind of informed how we've gone about this, and I think it'll help.
Yeah, the editor lets you see what's actually really fun to play with,
and then that's a toy you can add to the palette in game.
Right. Yeah, that's cool.
I found it's a lot of fun to just run around in the world, find a location, and you think,
this would look better if I did this or whatever, and we don't really have the loop right now to do
all that, and save it out as a preset. We kind of do, but it, you know, we don't have a way to,
you know, as a designer, an artist to say, okay, now spawn this preset in these worlds,
with these rules, but the editor is so easy to use, you know, you're not fiddly, you know,
snapping things together or whatever, you're just kind of painting, you know,
and we're not the only editor that does that, but it's very fun to just make the world more
beautiful, and come up with little scenes, and little encounter areas and things like that.
So, a topic that I've been thinking about a bit recently is, I feel there's a spectrum with action
RPGs where the genre came from turn-based games, you know, like pre-Diablo I, and in that game,
the way combat works is, you allocate your points in your character, you decide what
skills you're using, and then the math calculates how well combat goes. You as a player just select
your target, and you know, it's turnbased. There's no timing or anything like that,
and Diablo I's innovation was that now there is timing. Now, there is positioning and movement,
and it's a bit real time. But still most of the calculations are the result of like, whether your
character has enough strength and dexterity and so on, and a lot of action RPGs work like that where,
the fantasy is that is the character that you were investing in. The character is the skilled warrior
who's doing the stuff, and you as a regular person at home aren't capable of fighting to the same
extent the character can, and a thing I've been noticing in more recent modern action RPGs like,
you know, Diablo IV, Path of Exile 2 and so on, is that, they start to include more kind of, twitch
based, your skill matters kind of stuff, like, there's dodge rolls, and telegraphed attack areas,
and it's a case where you as a player have to actually be more dextrous than you otherwise would
do if you were merely issuing instructions, and so there's a spectrum where on one hand you have,
a fantasy of the character is skilled, and on the other hand you have a fantasy of my player skill
matters more, and everything exists on this spectrum. Like even in Diablo II, you know,
you can still run around away from enemies and that does matter a bit, but you know,
there's hit chance, there's dexterity, and that kind of stuff. You put points in dodge, evade,
avoid, as an Amazon, rather than dodging, evading, and avoiding as much as the player, and I've
noticed with Darkhaven, because of the 3D terrain, and because of the ability to jump and stuff,
there is a large amount of player expression there with regard to the ability to weave in and out of
combat, and I wanted to know, is this intentional? Like, is the goal here that you have a more like,
a player driven kind of combat system than some of the more traditional turn-based-like ones?
I don't know if it's the intention. In my mind, my balance, my rule of thumb is always, it's
one-third player skill, one-third skill build, and one-third loot contributes to your success, and to
be a great player, you’ve got to do all three, but really even doing one is okay. One of my secrets
on ARPGs is that, really you always win, right? No matter what you do, you're going to win the game.
It's kind of, we don’t like to say that too much out loud, because it doesn't sound like people do
anything. Of course, there's competitive and good players and stuff, but no one fails at Diablo II,
you know, everyone's going to succeed, and really, I think the path to success is, you learn the
systems, you learn the builds, or you just, you keep earning the loot, or you're a good player.
All those will work, all of them together, to be a great player, but I find that in Darkhaven still,
I could play that way. I could just be lazy, play it one-handed, I just take it a little slower and
I got some good loot that drives it. Or I could push. I'm pretty good at it right now obviously,
I play it a lot. I could push the skill angle, you know, a couple levels ahead. So, I'm fighting
higher level monsters, just by jumping, and kiting to some degree. Now, that only gets you so far.
So to be really good at it, you’ve got to kind of master all three of those. Loot and stats I
kind of combine together, and I say one third, one third, one third - I don't know if that's
the case, but that's how I always think about it in my head, and try to make it so it's not
totally player skill dependent. It's not totally loot dependent, or not totally build dependent.
This is the way I approach that, and I think I'm sticking with that same thing in Darkhaven. It
might be a little more actiony than the old days, than Diablo II, but not too much. Diablo II even
though you say that, there's a lot of position-y stuff that comes into play, especially early and
midgame. Later on - and these days, there's more, you know, clear the screen all the time,
of every monster as you kind of just hover through - it gets a little different, and the endgame
of Diablo was like that too I think, to some degree, and we don't really have that right now
but I anticipate we'll probably end up a little bit more like that towards our end game too.
Would you say, Erich, that the player skill - you did say this - but like player skill,
you can never win the game completely with player skill, and that's true for every ARPG. That's the
formula, you know, but the player skill lets you get a little bit, there's kind of a, you know,
the high performance part of the graph and the low performance part of the graph,
and the player skill, you know, can kind of make up this delta, the space between the two lines. So
you can push a little bit further ahead, but at some point you'll hit a wall and just the
difficulty of the monsters, and the inadequacy of your loot, and your and your level. But
it's rewarding as a player to feel like, hey, I'm good, I can get a little bit further, and that's,
you know, I'm not at that level of play, but you know, when you watch the really competitive ARPG
players talk about it, it's like, they want to feel like their skill matters, and when it doesn't
matter in a game where, you know, you just have to do everything by the numbers, and it has to be a
specific build in order to beat a boss, or beat an encounter, and it's really boring, you know?
Yeah I don't know if there was a question there, still?
No I'm just kind of…
Right, but that's how I think about it, yeah. You can push it in any number of ways. You can push
it temporarily, with a really good drop, you push it temporarily with a great skill, you know, build
combo and really know what you're doing, know this is the way to really get this build, or push
it temporarily with player skill. Also kind of makes fights, long fights that might be long boss
fights, a little more fun if you can overpower it. One of those dimensions, I feel like.
Yeah, you have to feel like you're cheating the system at least a little bit, right?
Yeah, I love that. I love it when players are like, "You've made this way overpowered!”,
but then it turns out, you know, in a level or two, whatever they were complaining about kind of,
doesn't become that important anymore. Or they're struggling really hard and they think this game's
impossible, but all of a sudden, you know, one drop or a new skill, or figuring something out,
a new technique, those put them over, and so I just love the up and down spiky balance.
Fair enough. So the next topic I wanted to talk about, which is another business one,
is funding, and obviously games of this scope cost a lot of money to make. This
is a complicated game. There's a lot of content. It's being made by industry experts. It, you know,
it's going to have some budget behind it, and I'm sure you've already spent a lot of money on it,
and one thing that the audience may not appreciate is, how bad a state the games industry is in with
regard to funding over the last couple of years. Like, I've had 10-12 times in the
last couple of years people have come to me and said, "Hey Chris, I've got this studio. Look,
I've got a game and I am not having any luck finding funding. Can you help out?" and I think
the reason they're approaching me is, because I know Tencent well, and I know other investors,
and you know, there's the possibility that I can introduce them to someone who can help,
and I've dutifully introduced them, and you know demos have been shown and that kind of thing,
and out of all of those people, zero have received a dollar, and I don't know of a case literally,
I don't know of any case, of anyone in the games industry getting any money for their games from
traditional investment like, you know, investment and publishing routes, whereas in the past during
the high point in the cycles, you know, some companies are closing a deal a day with games, you
know, publishers are signing everyone like during COVID when gaming was incredibly hot obviously,
like there was money being thrown around in vast amounts, and I suspect this is all getting sucked
up with the AI bubble at the moment, and you know all the the money's heading in that direction,
but the reality is, it's very hard to raise money for projects and I'm sure
this has affected you guys. So you're running a Kickstarter at the moment and I kind of wanted
to ask like how has it gone? How did you get here, and what are your thoughts on funding?
Yeah, I mean we've talked about this, right? The funding is, and all of the game developer
friends in, you know, my community, are in the same boat. It's the same experience. It's very,
very difficult to raise money. And even four or five years ago, that wasn't the case.
Maybe between 10 years ago and 3 years ago, it was a gold rush of investment
into game studios. The AA and you know, whatever you want to call those studios,
high-profile big investments in studios that were founded on the promise of, you know, we're going
to be the next Blizzard, or we're going to be the next Riot or, you know, the next Valve,
and a lot of that hasn't come to pass, and that's part of I think, the reason why the money went
elsewhere. You know, like you said, AI is also the new bubble, the new hot thing to invest in,
and unfortunately, we as a studio missed out just a little too late to capitalise on that. We were
able to get some funding a while ago. We talked about our seed round that we got because 1AM and
a couple of other investors believed in us, and saw our vision and were willing to support it,
but the amount of money that has gone into Darkhaven and Moon Beast is pale in comparison to,
you know, what a lot of other high-profile studios have been operating on, and the fact that we've
gotten as far as we've gotten, is really 100% a testament to the team. You know, this is a
very small team. We're running very lean. We've, you know, we've put some amount of our own money
into it, proportionately a lot of money, you know, because none of us are independently wealthy, and,
you know, the team has been working under, you know, it's been a passion project for everybody,
and so yeah, we found ourselves with a game that is nearly ready to show people. This is at the
end of last year,you know, we did a streamer demo in August. That went over really well. We had a
play test before that. That went over really well, and it was the first time we let anybody outside
of the studio seriously, you know, in volume, play the game, and they all really liked it,
and we got really, really positive feedback, especially from streamers who had never even
played the game,you know, people like Rhykker and MrLlamaSC have always been supporters of us,
and they knew what we were building, but then you get Zizaran and others that had have really
no idea what we’re building and played it for the first time and just like, oh my god, this is
amazing. So that was really, really confidence boosting to us, and we thought, okay, let's
you know, we have to start showing this to people, because we have to figure out where the rest of
the money is going to come from, and that's when we decided that we were gonna put out a demo,
and we were going to participate in Next Fest, and then we would just do a Kickstarter. We had put
off doing a Kickstarter for a long time because, it's not really, you know, there's pluses and
minuses to Kickstarter, you know, and Kickstarter has obviously been very volatile in the games
industry. There's been a lot of high-profile failures or just, you know, not good outcomes,
and, you know, we don't want to ask players for money. We don't want to ask them to take
a risk on something. You know, it's inherently risky. We feel like we're a really good bet,
because we know our capabilities, and we know what we can build, and we know what we're, you know,
intending to build, but it's still, you know, it's like, this is people's hard-earned money, but,
you know, we had a lot of people in our community saying, how do I pre-order this? How do I give you
money? You know, and the fact that people were liking the game, that became our best option,
and still is our best, most immediate option for getting funding. We're still talking to everybody
that we can talk to. I'll be at GDC talking to publishers and everybody. The thing that we have
now that we didn't have before is, we have a game that people are playing, and we've got a
number of wish lists and it's going really well, and that, hopefully, will make the difference,
and if we have a successful Kickstarter, that's another big vote of confidence. So I think,
one thing players and, you know, non-developers might not know is that something like Kickstarter,
it's partly about the money, right? It will help us develop the game, and 100% of the money goes
towards the development of the game. We're not, you know, there's no extravagant expenses in this
studio. We work at home and we just, you know, spend the money exactly where we need to spend it,
but it's also a big vote of confidence. So, when investors and publishers see that people are
willing to pay for the game in the current state, that's really confidence boosting, you know, it
gives them confidence that everything is working. So that's why we're asking the community, hey,
if you like what you see, and if you believe in what we're doing, and you can afford it, you know,
we will gratefully and humbly welcome you to walk alongside us as we build this thing, you know,
and that just gives us an audience that's really committed that can give us feedback. So yeah,
that's a lot of words about it, but yeah, it's a tough time, you know,
and we're determined to find a path forward, and you know, Kickstarter was one part of that puzzle.
Just to add to what Phil was saying is that, when we decided, hey, we're gonna
go this Kickstarter route, we really we don't want people to just blindly trust us or say,
hey, we are the guys behind Diablo II, just give us some money or, that's why we really
made it a strategy of putting out the demo at the same time, just so that people could see,
okay, it's not completely made up. There's problems with the demo, but they'll see that,
hey, there's good bones here. There's a lot of fun to be had, and this is the real deal.
No one's doing a scheme to make out with it. So, that was kind of a joint effort,
we'll start the Kickstarter and we'll give everybody a demo to play.
So a concern that I have with Kickstarter is that, historically you know, games that use
Kickstarter often don't necessarily deliver to the players or are of potentially lower
quality than games that didn't need to use Kickstarter at all if they had enough funding,
and it's only a result of circumstance that you're using Kickstarter. I'm sure
your primary method here would have been to just, you know, do it with private funding, and are you
worried a little bit of being lumped in with other Kickstarter games as a result of this?
Oh. I mean there's different levels of caliber even on Kickstarter, right? There's true indie
games, that are trying to raise a couple hundred thousand dollars, and that's the
whole budget for the game, and then there's been a number of higher profile games that, you know,
were funded through other sources, and also did a Kickstarter, and I think when those don't succeed,
that's a much darker spot, I think, on the whole proposition, and I think those are the
ones that players remember, you know, somebody came in and said, I mean, we're not going to
talk about names at all, but, you know, there's been some high-profile, not very good outcomes,
and I think players are bitter about that. You know, it's tough for players, too. You know,
it's tough for everybody. The economy, and the funding source, and everything. So yeah,
it's definitely, that went into our consideration, you know, we didn't want to ask players to take
a risk. We don't want to ask them for hard-earned money because, you know,
we don't want to be lumped in with that, you know, and like Erich was saying, we hope that having the
demo available alleviates some of that risk like, you can play the game, you can see where we're at,
you can imagine in your heads and we can talk about where we need to go from here,
and the Kickstarter isn't going to fund all of that, you know, it'll help us move forward,
and it'll make a big difference, and we'll be very, very grateful for it, and it could easily
make THE difference right now at this point in our journey. So yeah, we're trying to be humble,
and grateful, but we understand that, you know, that there's a… Yeah, I don't know how to put it.
We all know how Kickstarter has been, you know, so it's not like, it's not all been a bed of roses.
I think the point you made earlier as well where, you're planning to go to GDC next month and
secure a publishing deal, and it's worth stating: to anyone who's worried about the Kickstarter and
hasn't backed it yet, that, a better result from the Kickstarter makes it much easier for these
guys to go to publishers, and say, "Look, there's demand for this game. Can you please just give us
some bridging money?", because it's easy money for the publisher there. They put some money in,
the game gets finished, which it will be because these guys have like the pedigree,
and the demo to show where they're up to, and a plan to finish it. Like,
there's very low risk with the money available. It's getting done and it's going to be good,
and so the publisher will see with demand for the game, this is easy money. They put the money in,
they get the money out later when it does well, and life is good. So an advantage of
backing it not only is, of course you get to take part in the journey, but it also means
that you make it exponentially easier for the game to get additional funding that it needs,
and that's why I feel that if you're on the fence about it, and as Phil said you can afford to,
it's a nice thing. Not only because like, obviously the individual $25 or $40 you put
in just pays for a small amount of development time, but every bit helps to cause a publisher
to then throw millions more dollars in, to get the game way bigger than it otherwise would be.
Yeah, it's a massive lever. It's, you know, you think about, it might be, oh,
if a famous creator endorses this game, you know, a publisher will take notice,
and say like, oh, we need to fund these guys. That's rarely the case, you know,
because everybody, you know, influencers can be paid for, you know? They'll say one thing one day,
and another day. It's just one person, you know, they have their own community. The biggest,
biggest thing by far that will influence a publisher or an investor's opinion is,
have players said they want to buy this game? Are they wishlisting it? Are they reviewing it?
Are they funding a Kickstarter? Like that kind of thing proves that there's an audience there,
and that's that's the biggest single thing that will give, you know,
that will unlock a bigger amount of funding, that will let us turn this thing into what we
all want it to be. What we want it to be, and what players are telling us they want it to be.
Yeah. 100%. The point that was made earlier as well about the modding where,
even if someone is on the fence about this and may not necessarily, you know, fund the game, is that,
votes of confidence for the game that get it made, also mean that that modding ecosystem will exist,
where the next generation of action RPG design that none of us are going to come up with,
comes out of that modding ecosystem and means that 5 years from now we're all playing much better,
different, innovative action RPGs as a result of the fact that there exists this
the scaffold for people to make it, because, you know, as as cool as Diablo IV is,
you're not going to be able to make the next action RPG by playing Diablo IV,
but you potentially could by fiddling around with Darkhaven and discovering
the secret sauce that other people haven't, you know, Dota, Counter-Strike, and so on.
That's the vision.
Yeah.
Somebody told me once, I don't know if they believe this, but they were saying like,
every mobile game in existence started off as a Warcraft 3 mod, and you know, I think it is an
exaggeration, but like, there's so much potential when you add in deeper systems, you know, that
you can't do in even Roblox, or you can't do in Fortnite, or you can't do it in any of these other
moddable games, you know, so that's, yeah, that's our hope. That's what we're working towards is,
if you have a vision for an RPG that you want to make, you'll be able to build it in Darkhaven.
And you mentioned wishlisting as well, which is literally a free thing people can do,
like, even if you can't afford to fund the Kickstarter, like,
I've wishlist this game on Steam, and I would encourage viewers to do the same thing because,
it's a vote for this direction of action RPG development. Even if the game itself isn't,
you know, something you want to buy right now, it's still a really nice gesture, because,
if they can go to a publisher and say, "Look, you know, we we need some more money to top up
the amount we made from the Kickstarter, but we have a million wish lists." The publisher says,
"Okay, I'm getting my chequebook out.", and that's, you know, that makes it a lot easier.
Yes, please. Please wishlist us.
Yeah, the easy free stuff that people can do is; wishlist the game, play the demo,
review it if you like it, you know, don't say anything you don't believe in,
but join our Discord, sign up for our mailing list. Those are all things that
just prove to publishers that people are interested in what we're doing.
What about feedback? Like if people have played the demo and they want to give you feedback,
what's the best way of them addressing that to you in a way that can be actioned most easily?
On our Discord is the most direct way that we'll see it,
and we'll be able to see it forever, you know, like, reviews are good, but like,
if you want to talk to us directly, and talk to the community that's also playing it,
like, our Discord's the best place to do that, wouldn't you say, Peter and Erich?
Yeah, a lot of us are pretty active on the Discord these days.
Yeah. And the feedback we've gotten from the demo has been, I mean, some of, you know,
the critical things are hard to read sometimes, you know, like “Ah I hate this thing” It's like
wow really? But by far most of the people are like, ”This is really good. It's really
fun. There's things here that I'm excited to see what they do with it”, you know,
but it has given us a lot to think about, and it's made our next steps a lot more straightforward
I think, because we know now from a lot of players, you know, what they are looking for,
and what's really connecting, and what you know maybe needs more work.
Well it's been great having you guys on the channel today. I really enjoyed the
deep dive into the technical stuff, and some of the game design things we talked about.
I found out a lot of new info about Diablo II, which will be very, very pleasing to me,
and a few of the viewers as well, and it was actually really cool how candid
you guys were about the funding stuff, because it's difficult at the moment,
and I appreciate the transparency there. Thank you very much for joining me. It's been good to chat.
Yeah, thanks for having us. Had a good time talking and
hashing through this stuff. It's very interesting.
Yeah, thanks so much.
Really appreciate it. and thanks to your viewers too for, you know,
hopefully they're getting something interesting out of it, because we love this genre and,
you know, you've done arguably, I don't know, we were there at the beginning, you know,
and then you took it to the next step and, you know, it's just been really cool to see,
you know, where you've taken it and where, you know, the next generation is going to take it.
Thank you.
Well, to the viewers, I hope you enjoyed the interview and make sure to wishlist
Darkhaven on Steam. Please check out the Kickstarter and back it if you can afford to,
and thank you very much for your time. I look forward to seeing you next time.
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