The
Age of Decadence, our first but hopefully not the last RPG, is now
available. If you've been following it or playing it in Early Access,
you know what to expect (if you did play an earlier version, please
delete prefs.cs file from your Documents/My Games/Age of Decadence
folder before starting a new game). If you've just discovered it, "stay
awhile and listen".
The most commonly asked question is:
What Kind of Game Is It?
It’s
a very different game than anything you’ve ever played. I’m sure you’ve
noticed that the RPG genre hasn’t really been explored yet and most
RPGs follow the formula that didn’t change in 20 years. While there were
always games that strayed off the beaten path – Darklands, Planescape:
Torment, King of Dragon Pass – such games were the exceptions that only
reinforced the rule.
The Age of Decadence is an experiment, an
attempt to explore a different direction, taking you back to the PnP
roots of the genre. It doesn’t mean that the game is awesome. In fact,
there is a good chance that you won’t like it, precisely because we took
too many liberties with the established design.
So What Sets The Age of Decadence Apart From Other Games?
1. The Setup
Traditionally,
many fantasy RPGs are about killing things, clearing up dungeons, and
being a hero. There is nothing wrong with mindless fun and wish
fulfillment, but we want to offer you something different. To quote Tom
Chick (Quarter to Three's game critic):
"But Age of Decadence
wants nothing to do with kobolds, just as it wants nothing to do with
Doo-dads of Unimaginable Power. The overarching idea is a crumbling
society divided among three noble Houses, each fumbling around in its
own version of darkness to comprehend what destroyed the world. That’s
the central mystery. It plays out like noir in that you are the
detective, piecing together what really happened from differing
accounts, all vividly written with clear voices and efficient prose. And
like a detective in a noir yarn, you can’t help but become part of the
central mystery, effecting an outcome you might not have intended."
The
Age of Decadence is not a game about killing monsters or exploring
mystical lands, but rather, surviving amid the greed and brutality of
your fellow humans and carving out a name for yourself. Good and bad are
purely relative. It’s a world of scheming and backstabbing in which
your words and actions have the potential to forge alliances and sow
discord, and your path is never certain.
You get to play with
seven different factions: three Noble Houses and four 'professional'
guilds: merchants, assassins, thieves, and the army, all fighting for
power or influence; over 100 named characters, over 750 ‘generic’
characters with unique IDs taking part in violent take-overs,
assassinations, and power grabs, and over 600,000 words of dialogue: a
well-developed and thought through world, believable characters,
realistic motivations, but no elves, dwarves, magic, and wizards in
fashionable, pointy hats.
2. Combat’s difficulty
Another design aspect worth mentioning is combat difficulty. It’s a hard game.
Combat
difficulty is integrated into the setting. You can’t say that the world
is harsh and unforgiving and then let the player kill everyone who
looks at him or her funny. The game has to be hard, dying should be
easy, and you should have reasons to pick your fights.
You aren’t
a powerful hero who can defeat anyone and save the world and it is the
difficulty that reinforces this notion. Make the game easier and we’re
back to the powerful hero setup. So unless you’re a natural born killer,
watch what you say and think before you act or you’ll end up dead
before you can blink.
3. Choices & Consequences
Choices
are what the game is all about - crafting your own narrative via a
variety of choices that alter the story, playing field, and your options
down the road. From multiple quest solutions to branching questlines
you'll have plenty decisions to make and consequences of said decisions
to deal with, which is what makes the game incredibly replayable.
Starting
the game as a mercenary and joining the Imperial Guards will give a
completely different experience, different quests, different content and
points of view than, say, playing the game as a merchant (less buying
low and selling high, more scheming and plotting to gain advantages for
the guild), a praetor serving a Noble House, or an assassin.
The
questlines are interwoven, forming a large, overarching story, so
playing the game only once will be like witnessing events from a single
perspective, which is limited by default. You will have to play the game
several times to better understand what’s going on, piece everything
together, and see the full effect of the choices you make.
The Big Question: Should You Buy The Game?
Try
before you buy. Even if everything I said sounds exactly like your kind
of game, try the demo first. That’s what it’s there for. It gives you
access to the first Chapter, consisting of 3 locations and about 30
quests split between mutually exclusive questlines and decisions.
What's Next?
We'll
continue supporting the game and paying attention to your suggestions
and concerns (as long as they fit the core of the game). During the next
3 months we'll work on extra content because why not? I dislike DLCs,
so we won't charge anything for all extra content related to the game.
Our
short-term project is a party-based dungeon crawler set in the AoD
world. One of the characters mentions a prison-mine called The Second
Chance and you'll be given an opportunity to escape it or die trying.
This game will use the existing assets and systems.
Our long-term
(i.e. a full scale RPG) project is a "generation ship" game, inspired
by Heinlein's Orphans of the Sky. We're aiming to create a different
experience with the same core ('hardcore', TB, C&C). So, combat will
be turn-based but focused on ranged rather than melee (earth-made laser
guns - rare but powerful, ammo even more rare, so save for special
occasions - vs crude ship-manufactured firearms favoring burst rather
then precision), level up to distribute skill points and unlock new
feats, focus on the individual and more dynamic C&C, focus on
exploring rather than working your way up in a faction; you'll be one of
the 'freemen' who aren't born into a caste-like faction, more
traditional open level design.
We'd
like to take this opportunity to thank everyone who supported us over
the years. We wouldn't have made it this far without you.