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Default Satellite Reign - Interview @ Worlds Factory

July 27th, 2013, 20:49
Worlds Factory interviews Mike Diskett about their recently funded kickstarter Satellite Reign.

Did you realize why there has been no Syndicate-like game in the past 15 years or so? Honestly, I didn’t play the original games (shame on me, I was a kid though), but even the basic concept of Satellite Reign sounds a lot more exciting to me than the average base-building RTS.

That’s part of the reason we came up with Satellite Reign to begin with, there really hasn’t been anything like this in 15 years. Even trying to explain it to younger gamers who never played it isn’t an easy exercise as there aren’t many recent reference points.

I love the sandbox, emergent gameplay approach to Satellite Reign. I’m wondering the extent to which the systems can be exploited by the clever player: for instance, you said that “power grids actually power the city”. Is it possible to take down a specific power grid in order to disable power in a specific sector of the city and facilitate infiltration by night?

That’s exactly the type of scenarios we want the player to uncover of their own volition. But the thing which excites us the most is seeing players come up with ways of playing the game we would never have thought of, unique solutions to problem which can only come from a true sandbox game.

The funding goal is for the single player campaign, but you acknowledged on Kickstarter that multiplayer opportunities are exciting. If you eventually add four players co-op, would each player control just one character? Also, what are your current ideas for a potential versus mode? Some user on your forums proposed Player-vs-Player Corps wars, that sounds like it could potentially awesome but I’m not sure it would be fitting to your kind of gameplay.

Each player would control one agent (or multiple agents if there was less than 4 players) as they played through the single player campaign. We’d love to do a versus mode but it would take a lot more time and subsequently more money to balance properly, we could throw in a versus mode fairly quickly if we already had the backend setup for co-op, but it’d be fairly bare bones and basic. We think there’s a lot of potential in a real fleshed out faction vs faction version of multiplayer, so we’d prefer to wait and do it properly. It’d likely be a further stretch goal past co-op if we were lucky enough to get that far, or in a sequel once the first game is successful.

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