#303 Darkest Dungeon 2 with Chris Bourassa and Tyler Sigman
Nov 7, 2023
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Chris Bourassa and Tyler Sigman, cofounders of Red Hook Studios, discuss their upcoming game Darkest Dungeon 2. They talk about the risks involved in making a sequel, the use and pitfalls of early access, the importance of balancing strategic and moment-to-moment aspects of a game, creating memorable moments and balancing content, and the future of Red Hook Studios and Darkest Dungeon 2.
Darkest Dungeon 2 takes unconventional design choices to differentiate itself from the first game, featuring a roguelike road trip simulator concept.
The early access launch of Darkest Dungeon 2 faced challenges in terms of community confusion and skepticism, prompting the developers to iterate and improve based on feedback.
The development team prioritized creating memorable experiences by taking risks, making gut decisions, and balancing unique content with replayability and player feedback.
Deep dives
Introduction and Roles at Red Hook Studios
In episode 303 of The Game Design Roundtable, Chris Barasa and Tyler Sigmund, co-founders of Red Hook Studios, discuss their roles at the company and introduce their game Darkest Dungeon 2. They emphasize that they are passionate about game design and that their focus is on creating a unique experience for players.
Design Choices and Challenges in Darkest Dungeon 2
Darkest Dungeon 2 takes some unconventional design choices to differentiate itself from the first game. It is described as a roguelike road trip simulator where players assemble a party, face emotional ups and downs, and battle monsters while taking breaks and upgrading at an inn. The game also features a narrative and a turn-based tactics gameplay style. The developers explain that they wanted to do more with Darkest Dungeon, but without simply retreading the same creative ground, which led them to the road trip concept.
Balancing Feedback and Iteration in Early Access
The early access launch of Darkest Dungeon 2 faced some challenges, including confusion and initial skepticism from the community due to the game's differences from the first installment. The developers quickly noted areas that needed improvement, such as the relationship system, item punchiness, and overall content. They also discussed the importance of iterating based on feedback and balancing the strategic layer and moment-to-moment gameplay to create a compelling and satisfying player experience.
Development Challenges: Early Access and Responding to Feedback
During the early access stage, the development team faced the challenge of responding to player feedback and addressing issues that arose. One difficulty they encountered was reconciling the expectations of players with the development schedule and the release cadence. While live games are structured to have regular updates, early access can be more fluid. The team had to grapple with the realization that not all features were fully developed or meeting player expectations. They had to prioritize fixing issues and improving the game instead of just focusing on adding more content. The process of addressing feedback took time, sometimes several months before meaningful changes were implemented.
Balancing Memorable Experiences and Resource Allocation
The development team prioritized creating memorable experiences for players, even if it meant taking risks and defying conventional design conventions. They made gut decisions based on what would leave a lasting impact on players, such as the use of hero stories and unexpected boss encounters. They weighed the value of unique content, like one-time shrines for individual heroes, against the need for replayability and variety. Balancing resources and allocating development time involved decision-making that involved weighing the potential impact on player experience, listening to player feedback, and adjusting priorities accordingly. The team aimed for an innovative approach that would transport players and make their time spent in the game meaningful.
This week, David is joined by Chris Bourassa, creative director and cofounder of Red Hook Studios, as well as Tyler Sigman, designer and fellow co-founder. Together, they discuss Red Hook’s latest venture, Darkest Dungeon 2, the road trip sequel to Darkest Dungeon. Topics include the risks involved in making a sequel, the use and pitfalls of early access, the danger in releasing a roadmap, and where Red Hook is going from here.
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