Burned Land Q&A

Explorminate has made a conscious effort to reach out to as many 4X studios as possible to find out more about their projects through a series of Q&As. That series continues today with Koya Games and their upcoming title Burned Land.

Could you start by telling us about your team?

First, I would like to thank you for allowing me to talk about my work. I developed Burned Land along with the help of freelance artists for graphics, sound effects, and music.

What was the inspiration for your game?

Civilization, naturally, but also Populous. The Game of Thrones TV show was also a huge thematic influence for the “survival in a world condemned by a higher invasive power” aspects of play. I could also mention Terry Pratchett’s humor as another source of inspiration in the way some subjects are treated in Burned Land.

What about the setting? Could you quickly summarize the storyline and tell us about some big picture details?

Burned Land takes place in a heroic fantasy world. The player embodies nascent humanity condemned from the outset by gods who are little too selective in whom they let live or die.

What is the object of play in your game? Is there more than one victory condition?

The goal of the game is survival in a world where the player is sentenced to death immediately. The more powerful your human civilization becomes, the more gods will try to stop its development through a system of increasingly violent prophecies.

Let’s move on to combat. How will that work in this game?

At this stage of  Early Access, fights are resolved with a simulation that takes into account  geography, the number of troops, and their fighting skills. But ultimately this is not the system that I will have in place for the launch version of the game. I would like to create a persistent battlefront system between the humans and the different invaders. This battlefront would also serve as a dynamic boundary system through which the player would enlarge his zone of control by the force of heroic tactics and assaults.

I will be implementing a system of wounded warriors, MIAs, POWs, and management of bereaved families, but also notions of morale, trauma, resilience, and vocations for soldiers.

How does empire management work in this game?

Empire management is one of the central points of the game as it is now and will become even more important throughout development. A player manages the population through a multitude of parameters such as the economy, stability, resources, crime, literacy, faith, health, work, social classes, etc. 

The player can influence these factors via decisions during historical events (random events with choice selection in the manner of a Crusader Kings 2), by the promulgation of laws, special actions (which generally influence the stability but can also allow radical actions like assassinations, exiles, inquisitions, purges etc), and finally, the management of political parties (which are coming in the next update).

Are there any special resources or locations players will be able to exploit? How will they affect play?

For the moment there are only “basic” resources that make it possible to construct buildings, create units, and trade. However, a system of luxury resources is planned for the future which will be accompanied by a system of “golden ages” and notions of leisure and happiness.

This system will probably work like boosts in the Endless Legend (which is an excellent game filled with many great systems). There are also unique places to discover that will allow the player to send heroes on quests that can lead to powerful ancient artifacts or unfortunate events such as the awakening of creatures from antiquity.

What are the limits to expanding one’s empire in this game? Are there any mechanics in place to limit or disincentivize city spam?

The size of the empire theoretically has no limit but the game is designed to destroy the player’s empire by any means (revolts, overpopulation, epidemics, wars, catastrophes, etc.). So it will be very hard to create large empires unless the player is very good.

What about minor factions, quests, heroes, or random events? Are any of these in your game, and if so, can you explain what they are like?

All these systems already exist in a simplified version in Early Access but will be strongly developed for version 1.0. There will be multiple quests to follow, hundreds of historical random events, other civilizations that crop up over time, and they will offer full diplomatic possibilities. The heroes will also be completely reviewed to allow more characterization and better roleplaying in the game.

Could you describe the nature of Research in your game?

It just so happens that this system will arrive in the next update. Players will generate development points that will unlock new units and buildings as well as new bonus abilities (such as cartography etc.).

Outside of cities, will players be able to construct other fortifications such as bases, ports, observatories, etc.? If so, how will they affect play?

For the moment it is possible to build wooden fortifications, stone ramparts, watch towers, and minefields – which I think are rather unique to this type of game. These powerful tools can be used to promote isolationism and a fragile sense of security. The gods are always watching, though.

What role does randomness play in your game?

Many things are randomly generated in the game to allow for greater replayability, but this can lead to a sense of unfairness when multiple bad events accumulate. So I am well aware of the consequences of RNG, and the game will multiply the options that the player will have in order to deal with all that. I can’t speak to how that will work just yet. My ideas are still under development.

In the long run, I want to make it a game of management of a condemned civilization that is as complete as possible.

What does your game have/do that no other similar game currently on the market can provide?

Games are usually designed for the player to succeed, win, and enjoy. As with my previous games, Burned Land is designed to “kill” the player. This has already brought me some angry complaints from a few players, but I really want the player to see an unfair challenge. After the frustration I want the player  to get up and say to the game “I know you think I will fail, but I’m going to do everything to prove you wrong.”

Naturally, it disgusts some of my players who do give up and will never restart the game. I do feel sorry for them. But it does not matter, I like to conceive of my games this way, and I think there is a market for games with extreme difficulty. AI War from Arcen Games is an example of what I’m talking about.

What do you hope to accomplish with your game? What do you hope people will remember most about it?

My goal is simple, to make it the best indie 4X I possibly can. I use almost no marketing for the game and rely only on “word of mouth.” I have no financial expectations, and I am self-sufficient enough that I can continue to develop the game even if it doesn’t sell. That is actually a strength because I can continue to develop it without any pressure other than passion. I absolutely will continue to update the game over several years until it becomes complete in my eyes.

I would like to impose the game “by force,” without marketing, so that in a few years, when on obscure forums a poor lost soul might ask “What is the most complete 4X that exists?” My hope is that people, even if they do not like the game, might be obliged to answer, “Burned Land.”

Yes, like a lot of people, I have a few childhood traumas I suppose hahaha.

Where does development of the game stand as of now?

Still in early access. By the end of the year (2019) all the basic systems will be present, and I could start to develop content to diversify the adventure. It is very important that each player plays a game that no one else can play. The experience must always be unique.

What has been the most challenging aspect of the game’s development so far?

Keeping the motivation, for any indie developer, is the most difficult.

Of all the aspects of your game, which are you most excited about?

Many things excite me about the game, since I’m developing the type of game I would like to play. I love the system of prophecy because, when it is at its full potential (with a hundred possible prophecies), the player will never know what will fall on his/her head. It prevents players from planning their games like a robot and reduces the chances of a late game snowball effect. Unexpected events force the player to adapt. This brings the game closer to a real crisis management game.Also, in the future, the population component will be greatly enhanced. This is something I cannot wait to do.

Before closing, is there anything else you’d like to tell the fans about your game or your company that we haven’t mentioned yet?

Gods have condemned you. Are you going to just take it? Get out there and fight!

We’d like to thank Koya Games for their time. Burned Land is certainly taking shape, and we look forward to seeing more from this studio in the future.

eXplorminate

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1 Comments

starlabassistant 4 years ago

Interesting. I think the idea of a 4x where the entire world is against you could make for something very unique. Maybe not my cup of tea (I already have enough problems in Endless Space 2) but it sounds like it could work for some. Also I’d be interested in knowing how the dev integrates Prachett like humor with a dark fantasy universe. Especially since the Discworld books, once you look past the humor, are pretty dark themselves. What with Ankh Morpork burning down every few years and a sociopathic tyrant ruling the twin cities.

Burned Land Q&A