Piratesoftware interview 2024-12-13
On 2024-12-13, well-known Twitch Streamer and game dev Thor (PirateSoftware) interviewed Joel Bylos, the Creative Director of Dune Awakening
- Using a Game design document, Funcom are using Confluence for Dune.
- The general creative direction process for the game - letting directors have their own speciality/niche and all agreeing on direction
- Joel's history with Dune, from the books, the old Dune games and movies.
- The Funcom CEO being a huge Dune fan too, wanted a new project, then reached out to Legendary
- The beta discord has a Worm survivor support group channel!
- We start in Hagga Basin, behind the shield wall, which is somewhat safer than the
- In the beta, there are large guilds and solo players - the game can support both styles of play.
- Originally the game started out as a single world with server meshing, but changed given technical requirements
- There is no building in the social hubs. Hagga Basin is persistent and permanent, Deep Desert fully resets and changes weekly.
- Deep Desert is full open PvP, only take what you want to risk.
- There is an idea to create the "Coriolis Race" - a standard MMO pattern of activity from the weekend, down.
- The Coriolis storm happens on a Tuesday Night.
- The Cartography system can be used for players to create their own maps every week of the deep desert, and share it between their guilds or trade it
- There is a Scanner, which can highlight resources marked on the map. By default not all resources are shown.
- The Deep Desert has new eco labs, rock islands, shipwrecks.
- At mid-week, guilds would be scouting out the Deep Desert, setting up bases
- The Landsraad asks guilds to perform tasks, and then vote to implement a server rule for a week
- Joel wants a third faction, which is planned. Potentially not until after launch
- An example Landsraad rule is 25% reduced crafting costs for the winning faction for a week
- The deep desert does not have full loot drop, but "The Right of Salvage" could implement full loot for a week
- Loot Rules - Players drop a percentage of resources. All Spice and Solaris. Normally no other players can loot this though, even in a PvP Zone
- The Sandworm threat should remain even into late game.
- The traversal in the game should go from on foot, to on ground vehicles and then in flying
- Discussing the change of gameplay styles with flying vehicles
- The (Deep Desert) is mostly empty sand
- There is not a custom change to map (e.g. player-made markers) but it was discussed but was pushed out of scope for launch
- The doors to the Deep Desert eco labs may be locked at the start of the week, but then unlock after a certain time, to prevent the first-come-first-served advantage
- Levelling up - spending skill points on skills and technology points on technology
- But Unique Schematics have limited uses (once, for example)
- An example: In one week, an ecology lab has a special limited unique lasgun schematic. It respawns once an hour for a week before it goes away for a month. About 50 drops per week, until that eco lab comes back (random chance), whoever loots the schematic corners the market for it for that time.
- As an organisation runner, there isn't much to automatically prevent insiders, deliberately to encourage Dune Intrigue
- There is a permissions system within bases to restrict access to chests, doors etc. Guild leaders can lock everyone out to prevent it, if they're paranoid
- The monetization model (which Joel isn't meant to talk about). One time fee, no subscription, and followup transactions.
- Not pay-to-win. Conan exiles did have battle pass, but it was all cosmetics. Not Joel's philosophy to implement P2W
- The money people at Funcom listen to the devs. (e.g. having different cultures of Conan inspire their cosmetic packs)
- Base Raiding - Bases have shields. So long as they are powered, they will not be vulnerable
- A large shield can build up static and overload a base shield. In the Deep Desert, for a brief period after a specific large sandstorm, base shields can be knocked down temporarily.
- These base storms are randomised, and specifically configured not to affect when people are not online (e.g. when people in a region are normally asleep)
- Base raiding is not encouraged in the game, kicking down other's sandcastles does tend to make a community toxic
- PvP is meant to be opt-in, where both parties consent, and not
- There are small PvP zones in Hagga Basin. These places are marked for Kanly - Shipwrecks (the Right of Salvage applies)
- There are more quests/contracts than an open survival sandbox, and a Journey that follows character progression that the player can drop in and out of.
- The main story follows the character's purpose on Arrakis
- The two PvE "dungeon" types are abandoned Desert Imperial Testing Stations, and Shipwrecks that have
- Shipwrecks have fallen from the war of assassins
- An explanation of the eco labs in the lore, as the Fremen open them up. They are like vaults from fallout - abandoned, varied, some taken over by slavers, some overgrown and with different experiments. Each is a break from the usual desert, and have their own little story
- There's over 200+ testing stations in the lore. What they were saying they were doing may not have been truthful - perhaps experimenting with AI underground
- The skill trees - archetypes (Great Schools) Bene Gesserit, Swordmaster, Trooper or Mentat. You start with a talent
- Bene Gesserit ability is the Voice. Our characters
- When we level up we gain skill points to spend on passive techniques or active abilities. But also passive buffs to boost stats
- Shiga-wire claw - sending off a grappling-hook like thing wire with a claw
- You start with one archetype, and then have to seek other mentors in the world. There are also much longer quest chains to gain advanced training and abilities.
- The Voice can be used on players. Some other skills can grant immunity to the Voice.
- The Voice does take some time to lock on and activate - by breaking line of sight you can interrupt this.
- 33/33/33 Gear/Skills & Progression/Player Skill. As players level up - you gain intel points, but also can find intel points in the world
- Intel Points = Technology Tree. Ability Points = Skill Tree
- At some point progression is blocked until you find the trainers
- Players are never locked into one skill tree. You can learn all the archetypes, it might take over 500 hours though.
- Joel designed the Investigation Missions in the Secret World
- Secret World was Thor's favourite MMO of all time :) (also made by Funcom)
- ....continued Fanboying over Secret world....
- Perhaps be able to rent a Hagga Basin - which could have a shared Deep Desert/Social hubs with other
- Any private servers would not have changes to rules or mods, to keep it fair
- Closed beta is ongoing, hopefully having an Open beta at some point, when the game is ready - early next year. (2025)
- A text-to-speech voice of an Atreides NPC trying to muster the troops with a flat "Awoo" which became a meme
- There are around 7 types of ranged weapons. But not all are effective against shields
- Poison and Fire can pass through shields more
- Sending in a Hunter-Seeker is an insta-kill for most NPCs that are unshielded. It is not insta-kill against players.
- There is a parry and block system, but NOT Directional Melee Combat nor Souls-like
- A slow-blade plunge attack penetrates the shields to take them down
- Darts ping off shields
- Shields attract the worms. They are a living entity, with territories and chase vibrations.
- Worms have a threat system generated by vibration. Holtzman Shields will drive the worm crazy "100x"! the threat