Roguelike Radio

Episode 96: Ultima Ratio Regum

Jan 29, 2015
Mark Johnson, an independent game developer and researcher, dives into the ambitious world of Ultima Ratio Regum, set in a Scientific Revolution-era landscape. He shares insights on procedural generation that shapes rich civilizations and religions, making gameplay immersive. Mark discusses balancing text and visuals to enhance storytelling while managing player information overload. He also reflects on his transition from academia to game studies, revealing the intricate design philosophy behind combat and exploration mechanics that emphasize player choice and discovery.
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INSIGHT

Information Over Stats

  • Ultima Ratio Regum focuses on knowledge and deduction over quantitative stats and repeated combat.
  • Mark intends combat to be rare but consequential, shifting emphasis to information as the player's main tool.
INSIGHT

Deep Interlocking Procedural Systems

  • URR procedurally generates civilizations, histories, religions, imagery and even coats of arms to create interlocking systems.
  • Rare items and generated images serve gameplay as evidence for the player's deductions.
ANECDOTE

From World Map To Individual Leaves

  • The game lets you zoom from world map to city districts down to individual procedurally generated tree leaves.
  • Mark uses this drilled-down detail to tie micro elements to macro cultural meaning.
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