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  Building A Fantasy World - The Art Direction Of Kingdoms of Amalur: Reckoning
by Christian Nutt [Design, Art, Interview]
12 comments Share on Twitter Share on Facebook RSS
 
 
November 28, 2011 Article Start Previous Page 2 of 4 Next
 

Did you ever say, "What wouldn't they do?" Did you ever deliberately avoid certain things?

TC: I don't think there was any specific conscious effort to that. The biggest thing that we tried to avoid, just in general, was just trying to do something that was so expected. There are always certain things in the genre... You have to have these kind of classes in the game, for example. If you make a gnome, for us, people have an expectation of what a gnome is like. If you made a gnome that was 12 feet tall and had giraffe legs, you'd be like, "Eh, really? That's a gnome for you guys? You kind of missed it? You're going off in this tangent."



You're being too deliberate in saying "we're not like other games."

TC: Exactly, to the point that you're breaking the heart of what it is you're trying to do by just being unique for unique's sake. So, for us, what we try to do is always try to find a unique angle on things. So, there's a mix of familiar, understandable, and relatable, and there's always a twist on it.

And then again, some of these things are built into the lore. So, for the cases of the gnomes, for example, one of things [bestselling author and game world creator] R.A. [Salvatore] was really big on is gnomes are not comic relief. He didn't want it to be like the wacky like "Hey, I'm a gnome, man!"

It's like, he really said, "If you're going to do it, we've got to really make them like they're the seed of knowledge in this thing." They're the ones with libraries. They're the ones that have this sense of experimentation. They would know about magic in the world. They would be on the cutting edge of things as they were developing.

He's big on universes that function. He's big on the idea that the society actually works, the society makes sense.

TC: Yeah. The fun part about it is having a back story to pull into. So, when we talk about stuff, like there are different cities in the game -- I can't go into all the details -- but if you happen to find them, it's really cool, because we really wanted to have that identity of that city feel fully fleshed out. So, for us, a city that might be based off one of the races in the game would feel totally different than a city based off of another, and the fact that it still has a city center. It still has an epic feel to it.

Did you have a feeling about making the city center feel consistent, and functioning, and realistic?

TC: Oh, absolutely. Yeah, we would get into huge debates. There's always a challenge... You know, we didn't set out to create a simulation... But we would have debates about how many actual structures would be there and how many individual characters would be walking around. We would talk about just the core.

Whenever you talk about a city, for example, there's all these things like, Where's their water supply? How would they get this? Where is their means of transportation? What are the main things that they do? Is this a merchant city? What it is about this city that makes it that city, versus another one? So, we would have all these in-depth conversations about this stuff.

Even at the concept stage, we would start to dive really, really deep on this. Like we would come up with all these things -- like the gnome city, for example. What are symbols that are recurring that are relevant to the gnome culture? What are the glyphs and the language like? There's actually a fully developed gnome language in the game, and it's not just an alphabet. It's a full, structured language. An incredible amount of depth went into this stuff.

When you're talking from a process perspective, how did you start with this "design it from the ground up" mentality, and where did you start?

TC: I don't know how familiar you are with the back story of the project. It was originally a different project. When 38 [Studios] came on board, we basically started the IP over. So, we went back and sort of built everything from scratch. The first thing we usually do is, we sit down and have a lot of conversations about it. We looked back to all the [material] R.A has written... I mean, we keep saying, "Oh, he's got 10,000 years of history that he wrote for this game!" He really did write that. There is this huge tome of knowledge on this stuff.

And the cool part about it is we could dive back through all that and start to find things that we're like, "Oh, this is really cool! We really like this. Here are the races of the games. This is what makes them, them." So we went back and we tried to craft each of the weapons, craft the weapons that they would use, the armors, the clothing, the cities, the environments that they're in, basically feeding back to that one basic idea.

That's kind of what my job is, to take all the individual pieces of those and try to craft it like, "Okay, a little bit less this. A little more this. This is maybe a little bit too standard, like I've seen this before. Why don't we try to innovate a bit more on this, this, and this? It's a great process.

 
Article Start Previous Page 2 of 4 Next
 
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Comments

Harry Fields
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I'm actually looking forward to this one. Dunno why, but I think Curt has good taste in games and a solid understanding of addictive mechanics. I don't know anyone at 38 but if he's surrounded himself with solid talent, I think this title has the possibility to be a fun diversion. It certainly has a nice aesthetic.

E McNeill
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I love R.A. Salvatore, I love Ken Rolston, I love Big Huge Games, I love open world RPGs, and I love original IPs. And everything they're saying in here sounds awesome to me. All that said, the video demos I've seen so far look terribly generic and soulless... so I choose to stay skeptical until release.

sean lindskog
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Tim Coman sounds like a great art director. I like his process, and the way he involves his team. I also like how he talks about different art styles (bright WoW, desaturated "next gen") without putting them down, but rather just as being different, and instead focuses on what was right for Kingdoms of Amalur. The artwork I've seen for the game looks very good.

David McGraw
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The passion emitting from this team is amazing. Every time I hear or read something come out of a team member I get amped. Awesome culture.



The game's art direction is really fantastic. I completely agree with Tim when he pointed out how frequent folks are pushing sequels. To have an origional IP to explore is going to be awesome.



@McNeill: I'm curious to see how you're viewing this thing. Define soulless / generic? What are you seeing (or not)?

E McNeill
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I watched a video demo of the game (www.youtube.com/watch?v=AK3Mfn2smqo) and came away feeling like they were trying to check off all the standard "hardcore RPG" boxes. Loot, XP, crafting, races, etc. etc. These aren't bad things to have, but I don't think they're a good starting point in design. They should serve the broader game.



Beyond that, the writing and themes seemed far too familiar. Other elements too: "If you've played an RPG before you'll know there's more dangers in a dungeon than just enemies... sometimes you'll find traps." This language and sentiment screams "derivative" to me.



I don't need the game to be entirely new, but what's the value of an original, independently developed IP if it's just a collection of things we've all seen so many times before?

Harry Fields
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A "derivative", accessible title is not a bad thing for a new studio to put out. Gotta' get the quid coming in :D

sean lindskog
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I don't necessarily agree with E McNeill's assessment of the game, but I understand the sentiment. Designing off the beaten track is a brave, cool thing for a developer to do. But it's dangerous. Without relying on tried and true formulas, there are far more opportunities for mistakes that make the game "un-fun". It takes more iteration time, and so it's more expensive. And unfortunately, mainstream audiences are often resistant to change. Small, iterative improvements on existing designs, maybe. But big, risky changes often go (financially) unrewarded.

Matt Cratty
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Curt has always been a personal hero because he was someone you could point to when "others" who didn't understand my passion for both the industry and gaming as a hobby said "you don't see adults doing this".



Plus he was an original EQ freak, which is major bonus points.



I'm rooting for him and his studio (and BHG) very, very hard.



Unless he produces something that could have come from Activision. Then I will never believe it will be different this time again.

Martin Sabom
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Umm original EQ freak...how about original EQ bully.. We used to cringe when him and his guild used to demand crap and special attention because you know hes Curt Schilling. Of course the Execs at SOE always backed the guy up. Yeah whatever.

Bart Stewart
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There's been some buzz that Curt Schilling is considering running for the U.S. House seat being opened up by today's announcement that Barney Frank is retiring after 16 terms.



I hope Gamasutra will look into this. It would obviously affect the Amalur games and 38 Games, but it might be very interesting to have someone in Congress who understands computer gaming.



Not that he'd win in that (even slightly redistricted) district, but it's fun to imagine. :)

Ramon Carroll
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Out of all of the things that they are doing here, the best thing they have going for them, and likely the main thing that will catch people's attention, is the fact that they are building an entirely new fantasy IP, and that R.A. Salvatore is walking the halls there.



I love Curt, and I love Rolston. But I'm ecstatic about entering a brand new world, exploring it, and learning its history. I've been following their development on and off, and from what it sounds like, their lore is going to be as rich and detailed as that of IPs like the Forgotten Realms and The Elder Scrolls.

Joe McGinn
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Great article, and the game sounds interesting too ... but man, "Kingdoms of Amalur: Reckoning"? You guys need someone who has done marketing 101 to do a reality check on your game name.


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