Cyanide Studio and Focus Home Entertainment have recently released their free-to-play online dungeon crawling game, “Dungeon Party.” MMOHub’s Kyle Stallock had a chance to speak with several members of Cyanide’s team about the game (when he wasn’t busy drooling over its music). You can see what his questions—and their responses were—below. - Ed
Kyle Stallock, Writer, MMOHub: The music in “Dungeon Party” sounds like it was squeezed out of an almost empty bottle of gin shared by an underage Tom Waits and Danny Elfman in some shady dimly lit dive bar. Essentially it’s effin’ brilliant. I want the soundtrack, bad. Do you plan on releasing one?
Vincent Percevault, Sound Designer: Not for the moment, unfortunately …
At the time there’s only three classes. Do you plan on adding more?
Cyrille Legras, Project Leader: Three classes are almost finished. The design process for others is well advanced.
Why did you decide to inject so much humor into this game?
Cyrille Legras: We were fed up with all those serious heroic fantasy games. A game is supposed to entertain players, not to make them overwork their brains. Moreover, the game designer is a certified lunatic!
Do you think more online and MMO game developers/publishers need to lighten up?
Cyrille Legras: I’d say that everybody in gaming is there for the fun. However, you can’t escape the fact that gaming is a business which requires some serious investment. Perhaps, sometimes the serious side of things plays too heavily on development teams?
Why have you chosen to not implement a persistent leveling mechanic that exists outside of each individual battle/game?
Cyrille Legras: The thing is that we didn’t want to put some players at an advantage against newbies. A player who is skilled but doesn’t want to spend all his time on the game can take 5 minutes during lunch and compete with “no life” players.
How do you plan on monetizing the free-to-play title?
Cyrille Legras:Players can play for free if they want to. The economic system used by “Dungeon Party” is Item Selling.
You can buy clothes and objects to customize your characters. Theses items won’t increase your hero’s characteristics so as not to disadvantage players who don’t want to pay.
Moreover, you will need consumables such as elixirs, potions and traps. In their “classic” version they can be bought with the game’s MH money (not real currency).
With all the possible character builds available, are you encountering any balance issues?
Jérémie Monedero, Game Designer: Balancing is always a perilous exercise because there is so much interplay between parameters. In “Dungeon Party” we decided to concentrate on the actual interest of having a given skill rather than on the strength of that skill. Since it is impossible to combine all powers, balancing must allow different ways for a team to play rather than thinking about precise numeric values (for example, the thief must choose between slowing down and stealing from an opponent or inflicting damage). The player must decide on strengths and weaknesses and we must work things so that the accent is placed on the synergy between players in a team rather than anything else so that the choice influences the result of a game.
It is obviously difficult to reach a perfect balance, but in an online game it is constantly evolving.
How is the ranking system going to work? Are you going to have daily, monthly, weekly, or even yearly leaderboards?
Cyrille Legras: We are working on it and it’s a little bit like you said. Players will be able to see their periodic ranking.
There will be two kinds of ranking : Solo and Guild.
Is the free-to-play MMO market growing too fast? With each passing month is it becoming even more difficult for a developer to enter the space with their title?
Cyrille Legras: The F2P market is really special. You can’t follow the classical cycle of the games you sell in shops. The players don’t pay to play, just to have fun and if the game interests them. With the classical way, the customer buy your game for 50€ and that’s it. In the F2P, to make him pay, you have to make the game more accessible, more interesting. Yes … We can define this as a “MORE” game. If you don’t regularly add content after 2 months – your game is forgotten among all the titles.
Did any member of the dev team serve as “inspiration” for one or more of the three characters?
Cyrille Legras: Haha … the released ones are not really representing anybody, but more a mixture of some “traits” of various members of the team. But in the ones we are planning to release it may be more clear-cut.
Posted by Brendon Lindsey
May 19th, 2009