Solasta - Answers to Players' Feedback

HiddenX

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Tactical Adventures answers to the most popular feedback and tells what is likely to change:

Dev Update #24 - Community Feedback & Sourcebook Update

Hello there everyone!

Today we're going to be doing a slightly different Dev Update than usual. You might remember that we've always been talking about working hand in hand with the community. This stance, which started during our Kickstarter Campaign, has not changed - if anything, Early Access is a direct extension of that. So far we've mostly used our Dev Updates to talk to you about what we have in store for Solasta. What we've planned, what we're working on, so on and so forth. This time however, we're going to be looking at some of the most popular suggestions and feedback we've received so far - and tell you what we'd like to do on each topic after sitting down together and discussing about it. For those who are curious on how we tackle feedback, we're holding regular meetings with the core team to go over the various community feedback. Considering the amount we've received, there are many suggestions that won't be featured here - but worry not, Community Feedback Reviews will come back in future Dev Updates as well.

[...]

Community Feedback Review #1 - Let's get started!

Alright folks, time to tackle them suggestions and feedback! Hope you've got a mug of coffee / cup of tea / bottle of vodka (wait what) ready, because this is going to be fairly long.

Do you plan on adding a "quick start" feature to skip tutorials once we've already completed them once?

Yes. This is something we're planning to do in the long run, however it is very likely that this feature won't be available during Early Access as we might still be adjusting things left and right - which might include the tutorial levels. Our current idea would be to have your party start in Caer Cyflen, skipping the tutorials and cutscene with lord Carran so you can immediately go to the council to start your adventure.

Will you be adding more crucial choices to dialogs?

This one is a hard one. Ideally, we'd love to have a wide range of impactful choices that would strongly impact the various quests you're tackling, but here's the thing - these things need time and money. A lot of it.

Let me elaborate. Adding a dialog choice would mean additional writing, which in itself isn't too bad. Considering Solasta is fully voice acted, you'd have to add voice recording which already starts to become expensive. Then, if you decide that the decision affects the quest - for instance by opening a new path to go around an encounter for instance - you add on top of this time required for game design and level design (to create that new path). And then you also add time required every time we do a test run, because if we don't test all the options chances are some of them may not work.

I explained this in a forum post a long time ago, but it's the same reason we're not going for multiple endings. Let's say you have the time to write three large story quests for the end of your campaign, each taking around 5 hours to complete for the player. When you arrive at the end of the game, if you play those 3 quests back to back, the game is linear but every player gets 15 hours of extra playtime. On the other hand, if you have a to choose between three different endings - each with their own quest - each player only gets 5 hours of gameplay. Now you may argue that players get more overall playtime because they would be encouraged to re-play the game to see the other endings, but those players are exception and not the rule - most players are satisfied with a single playthrough.

So, a single end with more content, or multiple endings with much shorter content for each of them? In the case of Solasta, we never intended our game to be very long - so cutting content to add more forks in the road doesn't sound like a wise choice for us. We'd rather focus on delivering a single, well crafted campaign - even if it might feel a bit railroaded at time.

Now that being said, we also noticed that some dialog options may feel redundant or poorly exposed - for instance a lot of players were really surprised at the fact that experienced adventurers would just put an unidentified crown on their head without second thoughts. You can help us by bringing up particular cutscenes / dialogs where you feel like something just feels wrong so we can take a look at them and change the script a bit to make them feel more natural - I'm sure most of you would have less issues with the crown scene if it was implied that the crown was magically influencing the party to wear it.

[...]
Thanks Redglyph!

More information.
 
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Hmm what I can say but thanks for the great answers once again.

Not like they'll read this post from a small internet forum anyway.
 
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While I'd prefer to have a game with more dialogue choices that really matter, I know that isn't really the type of game they pitched. However, their response here really highlights why I'd actually prefer cRPGs not have voice acting. Given their limited budget, it seems like the could have been much better spent on a slightly deeper dialogue system. Perhaps there's a lot of younger gamers who won't buy games w/o VA, so it may be a good investment from a business perspective.

Anyway, I appreciate that this developer has always been realistic what they're capable of with their budget. A lot of crowdfunded games promise the moon & then inevitably fail to deliver.
 
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While I'd prefer to have a game with more dialogue choices that really matter, I know that isn't really the type of game they pitched. However, their response here really highlights why I'd actually prefer cRPGs not have voice acting. Given their limited budget, it seems like the could have been much better spent on a slightly deeper dialogue system. Perhaps there's a lot of younger gamers who won't buy games w/o VA, so it may be a good investment from a business perspective.

That's also the first thing that came to my mind "Full voice acting, what a waster of money".

Sure, it's great to have voiced the key dialogs of your main quests, but to have voiced every lines of interactions with every NPCs, for every sub-quest, just seems a waste of precious funds, for me. I would far prefer deeper/more dialogues, conversations with more options...
 
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I agree but not for the same reason. For me, it's more about the quality of the VA, and it's just not very good here. I don't feel like every RPG needs a particularly deep story.

I'm fine with Solasta being more of a dungeon crawl as long as it's a good one.
 
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