[Dev Note] The Struggle to Find Our “Humanity” #1

Hello again, Survivors!
Until now, the Dev Notes have mainly focused on gameplay. This is partly because the redesign is mainly aimed to fix linearity issues and elevate the “strategic” value of the game, and because the overall design focus was on gameplay.
However, the changes in gameplay direction will inevitably impact narrative design. As we aim for a closer cohesion between the narrative and gameplay, a reevaluation of the overall narrative tone became necessary.
We plan to share more about the direction of the narrative changes after the gameplay is more concrete. However, before that we must first introduce our main theme: “Humanity.”
This “Archive” series of our Dev Notes will talk about the central theme of our narrative, “Humanity,” and look back on the attempts we made to convey it.
[h3]First Attempt: “Companions who act according to their will”[/h3]
When we chose the theme of “Medieval Apocalypse” for our game, we asked ourselves, "What is the charm of an apocalyptic theme?" Our answer was, "Depicting the extreme suffering of humans in dire situations and the process of overcoming it."
In an earlier Archive post, we introduced a prototype where companions “move automatically.” The intention was to depict companions experiencing fear, fleeing, or behaving in unexpected ways as a game mechanic.

This version did have its charm and there was a certain energy that was felt when observing “NPCs that act according to their own will,” much like watching characters in a simulation game.
While going in this direction didn’t match the fidelity of pre-scripted dialogue and a precisely written script, the game’s uniqueness was still felt.
In a previous post, I summarized this version from a gameplay perspective, stating, "It was more annoying than fun, and it turned into an experience more like a hack-and-slash." but there were deeper discussions and considerations before we reached a decision.
There was even talk about going in a direction closer to real-time sim games like Rimworld, while still trying to preserve the charm of this version! We went as far as prototyping in this direction.
However, if we wanted to express this simulation not just as “watching trolls” but as a “human simulation” as intended, the core of the game would have to really narrow its focus. If we went to such an extent, the project would have moved far from the original intention, leading us to the conclusion that it was not the right path.
[h3]Second Attempt: Presenting Direct Situations and Creating “Choices”[/h3]
As the overall gameplay shifted more towards Turn-Based Tactics, the issue of how to handle “Humanity” in this direction arose. Simply following a predetermined story was not the narrative direction we desired.
The most “orthodox” method would be to present various choices, like in the CRPG genre, and implement corresponding reactions. However, considering the size of our team, we deemed it impossible to go this way.
So, the method we attempted was to provide choices limited to the core objectives of each stage, and the progression of the stage would change based on the results.
While it was impossible to give choices within an intricate story like CRPGs, we believed that focusing on a few key tactical stages would be manageable.

Let's take an example from the narrative within the Tavern map in this version.
- After the previous map ends, the allied companion, the “Monk” character, falls ill with fever, but the players have no medicine.
- While searching for medicine, they arrive at the Tavern and encounter the Innkeeper, who is nursing a woman suffering from the same kind of fever as the Monk.
- The Innkeeper knows the location of the medicine that can cure the woman but explains that they can't obtain it due to the “Pestilent” (the name of the Infested at that time).

After accepting the Innkeeper's plea, he offers to guide the player party and joins them. The player must then move through the Pestilent to reach the back room of the inn, where the medicine is located.
Upon reaching the location of the medicine after a battle, the player is presented with a choice. Take the medicine to cure the illness of the Monk or return the medicine to the Innkeeper as promised.


In a typical RPG quest, it would naturally be considered the right action for the protagonists to return the medicine to the NPC and receive an appropriate reward.
However, considering the theme of an apocalypse and assuming the player could lose an actual ally, taking the medicine is not necessarily the wrong choice.
If the player decides to take the medicine, a violent confrontation with the Innkeeper ensues, and the player can choose to kill him and leave with a sense of bitterness or escape from the map without killing him (using methods like stunning or utilizing defensive barriers).
On the contrary, if the player chooses to keep his promise by returning the medicine, the relationship with the ally “Monk” character deteriorates. The player is posed with the question, "Is a promise to an anonymous human met for the first time more important than the life of a companion who has journeyed with you so far?"
There is no “right answer” given by us. The intended experience was for the player to choose the direction they wanted, considering their situation. We also aimed to balance the mechanical “advantages/disadvantages” inherent in each direction.

This way also had distinctive features aligning with the narrative we wanted to convey, and we found it appealing as it explored a theme we thought wasn't widely covered in the games to date.
If we had persisted going in this direction, we could have potentially created an experience of “conflict and choices in extreme situations,” similar to what you might find in games like This War of Mine.
However, in the current Early Access version, all these elements were eventually removed. The honest reason is that the development required much more time than we initially anticipated.
In the next post, we will provide more detailed examples of the issues we were facing with this attempt and introduce the direction we are currently contemplating for the narrative.
Until then, see you next week!
REMORE