Artikel: Expeditions: Conquistador
Interview mit den Entwicklern
Montag, 28.01.2013 | tbr
Gamers: Hey Jonas, I hope you had a healthy start into the New Year. How are you and the team doing?
Logic Artists: The team is doing well! We’ve grown a little bit since the Kickstarter finished, and we are now 8 people in the office including our amazing new animator. Things are a little stressed, of course, because our release date is fast approaching and our deadlines are a little tighter now that we’re having Spanish localization, but we’re confident that we’ll finish the game on time and ship it in a good state!
Gamers: Could you please introduce Logic Artists to our readers? And what is your task within the team?
Logic Artists: Logic Artists is a sort of medium-sized indie studio in Copenhagen, Denmark. We’re all recent graduates from the IT University of Copenhagen or the Viborg Animation Workshop, and Expeditions: Conquistador is the first commercial game any of us is working on. It’s been in development for just short of a year, and we’re really proud of how much we’ve achieved in that time.
As the lead designer on the project, I do a bit of everything, including level design, programming, system design, and so on, but my main task is to write all the events, which is a pretty monumental task!
Gamers: That’s a truly interesting setting you chose there. Were you fed up with the classical fantasy setting, orcs, elves, etc.?
Logic Artists: Sort of fed up with it, yes! There are many great games made in fantasy or science fiction settings every year, so it’s difficult to stand out with that kind of setting. We wanted to make a very exploration-focused roleplaying game, and probably the single greatest task of exploration in recent history is the European colonization of the Americas. This period in time typically only appears as the age of pike and muskets in grand strategy games, so we thought it would be really interesting to make an RPG in that time period, focusing on the Spanish conquistadors in Central America and Mexico.
Gamers: Was the Conquistador-setting well received within the gaming-community?
Logic Artists: I’m very happy with how it was received by the players. There has been a lot of concerns about the ethical problems of the setting, with our game casting the player as a member of a group of people that committed genocide and were generally known by history as ruthless conquerors, but that’s something we’re very concerned with ourselves, and we’ve worked a lot to make sure that every side of the conflict is represented with enough nuance and depth. Mostly I think people are intrigued about the idea of getting a historically based RPG instead of the typical fantasy stuff.
Gamers: Did the historical aspect of the game pose difficulties in regards to your research? Do you try to prevent historical anachronisms in the game?
Logic Artists: The fundamental premise of the game is sort of an alternative history – we’re letting the player beat Cortes to mount an expedition to Mexico, and the timeline we’ve established to explain that means that our game does diverge significantly from actual historical events. This was mainly to ensure that there would be enough freedom of choice for the player, which is a central part of the roleplaying genre.
We’ve done a lot of research into the native societies, their internal politics and interrelations, their interactions with the European settlers and conquerors, their religious beliefs, and so on. Particularly, a lot of research has gone into the visual side of the game – making sure the buildings are somewhat accurate, that the characters appear correctly, and so on. Ultimately we like to say the game is “inspired” by historical events rather than based on them, but we’ve included a Codex of articles about the real historical events in case our players want to know what things were actually like and what we’ve based the events in the game on.