Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Game Rant interviews a Farsiders developer about the captivating card-collecting mechanics and other exciting aspects of this action RPG Discover the secrets and intricacies of this highly anticipated game in this exclusive discussion

Farsiders, an upcoming isometric action RPG, incorporates a collectible card system to unlock passive and active skills. The game also offers elemental-based talent trees, allowing players to create various builds for different playstyles. With its unique features and visually stunning Cyberpunk-meets-Arthurian Legend setting, it comes as no surprise that this Thai indie game achieved its Kickstarter goal within 24 hours.

Game Rant recently conducted an interview with Tanakom Viphavaphanich, the developer of Farsiders. During the interview, he discussed the game's features, the challenges the team faced during development, and their plans for the future of Farsiders. Viphavaphanich also shared his perspective on the key elements of creating an enjoyable action RPG and the benefits of more focused gaming experiences that don't require extensive playtime. The interview has been edited for brevity and clarity.

Farsiders implements a skill system that revolves around elements. Could you discuss the synergy between these elements and how players determine which element to prioritize? Viphavaphanich: The decision relies on the unique characteristics of each element. In our game, weaknesses and similar mechanics are not present. Instead, players select specific elements from the skill tree that enhance the corresponding skill cards belonging to that element.

Throughout the game, players will encounter a gacha card system that requires them to choose one card out of a set of three randomized options to enhance their skills. It is important to consider the element of your chosen route, such as Fire, in order to select cards accordingly. However, it is worth noting that cards from different elements can still be effective together. Our aim is to encourage players to experiment with various combinations rather than solely focusing on a single element. This can be achieved through the skill tree, which enables players to mix and match different abilities.

For instance, one popular build known as the "One Shot Build" involves a skill that freezes enemies in a specific area of effect (AoE), although it does not cause any damage. In this case, the skill tree in the Water element would offer options to amplify damage against Frozen enemies or debuffed enemies. Similarly, skill trees from other elements may include enhancements for single-target damage attacks or buffs for a special move that complements this particular build.

We aim to capture the exhilarating and dynamic roguelike experience found in games like Hades, while also allowing players the freedom to customize their loadout and dedicate time to enhancing their arsenal. As spell cards are obtained through a gacha system, each one will possess unique attributes, giving players the chance to experiment with novel builds and seamlessly combine different elements.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: When it comes to developing action RPGs, finding the right balance between empowering the player and maintaining a challenging experience is a common challenge. How did you approach achieving this equilibrium?

Viphavaphanich: The balancing aspect is actually one of the most challenging parts of game development. Since we play our game extensively every day, we tend to become quite proficient at it. To tackle this, we make it a point to release testing versions frequently. We have already conducted two alpha tests and plan to launch the beta version in July. Our aim is to actively engage the community and gather their valuable feedback regarding any flaws or bugs that they come across.

As an indie developer, we cannot accomplish this task alone. Without a large team of quality assurance personnel, we heavily rely on the active participation of the community, particularly through platforms like Discord, where players enthusiastically provide feedback.

Despite the typically reserved nature of Thai individuals, we were pleasantly surprised by the overwhelming response we received at the Thailand Game Show. Many people eagerly played our game and approached us with valuable suggestions. It was astonishing to witness the high level of community engagement, as players expressed a strong desire to be an integral part of the gaming experience.

We are currently dedicating time and effort towards enhancing the game and ensuring its optimal balance.

Q: In Farsiders, there is a collectible card system in place to acquire both passive and active skills. What do you perceive as the benefits of this system, and did you draw inspiration from other card games?

Viphavaphanich: As someone who enjoys collecting cards, I had a personal request to incorporate that element into our game. We have a Grimoire that showcases all the collectible cards, and in addition to the exciting gameplay and progression, there is a sense of purpose in gathering these items, which is truly captivating. While this feature may not be essential for everyone, for those who appreciate it, it adds an extra layer to the game beyond just "defeating enemies," encouraging them to explore and acquire more valuable loot.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: Have other games or media had a strong influence on your development?

Viphavaphanich: Farsiders is designed with the concept in mind that recent AAA games have incredible stories, but they are becoming increasingly larger and time-consuming. We wanted to create a game that still prioritizes an exciting story but is more compact, allowing players to easily immerse themselves without having to invest too much time.

As I grow older, I find myself with limited time for gaming. Despite my strong desire to play Elden Ring, I simply cannot allocate enough time for it. There are numerous games that pique my interest, but the sheer magnitude of these games hinders my ability to play them. Games like God of War and Uncharted, with their linear storylines, serve as great sources of inspiration. They require minimal farming and exploration, yet offer a complete and enjoyable experience within a relatively short timeframe of eight to 10 hours. In recent years, such games have become scarce, prompting our desire to create something similar.

Our game will prioritize captivating systems, intense combat, customizable builds, and the freedom to explore. However, the central focus will still lie in crafting a compelling storyline. Many games start off with an intriguing narrative, only to veer off into hours of mindless farming, causing the player to forget the initial plot.

I comprehend the desire of developers who prefer this approach. Constructing an extensive sandbox necessitates significant effort, which leads to a desire to maximize its content, and I can empathize with that. However, for individuals who require substantial time to concentrate on a task, it is impractical to engage in Elden Ring for only one hour and resume playing the next day. One must dedicate an entire day to becoming acclimated to it. Farsiders aims to resolve this issue. Therefore, on Saturdays or Sundays, you can conveniently return home, open your computer, and engage in a 20 or 30-minute session. If you happen to lose, you can simply divert your attention to other activities.

Q: Did Farsiders encounter any challenges or issues from other similar action RPGs that they attempted to address or learn from?

For example, let's take a look at Darksiders Genesis as an example. While it is a fantastic game from a reputable IP, I believe it lacks a diverse range of elements in the isometric action genre. It feels somewhat one-dimensional. Initially, our game also had a similar focus on auto attacks, but we realized that it was too ordinary. This type of gameplay has been around for a while, so we wanted to introduce a spell casting system that would significantly impact how players defeat enemies. This system would involve strategic timing, skillful execution, and the ability to mix and match different builds.

Isometric games often have limitations on skill usage and movement, and I believe many games tend to play it safe by not incorporating too many features for players to explore. However, we have surpassed that stage and have encountered numerous challenges along the way. Our aim is to provide players with a multitude of options and an extensive level of freedom.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: With a plethora of over 30 enemy types and numerous formidable bosses in Farsiders, what is your strategic approach to crafting their gameplay dynamics? How do you ascertain the selection of their abilities and determine the optimal level of strength they should possess?

Viphavaphanich: Each enemy's theme is based on the specific region they inhabit. For instance, in the first region, which is a converted mine turned into a gambling den, the boss's design is influenced by gambling elements. When the boss strikes the central pillar, a roulette wheel emerges, requiring players to test their luck and choose a position on the table, resulting in different effects. Instead of prioritizing skill creation and then designing a character around it, we focus on crafting characters with rich backgrounds and stories, integrating these aspects into their unique skills.

We also aimed to enhance the environmental elements. For example, there is a dragon that has the ability to transform the ground into a slippery surface, hindering players' movements and causing them to slide everywhere. Our aim is to evoke distinct sensations during each boss fight, while keeping the enemy minions relatively uncomplicated.

Q: How did the idea of combining Cyberpunk and Arthurian legend in Farsiders' theme originate? Is this a concept you have always wanted to explore in a story?

Viphavaphanich: As someone who is a fan of fantasy, I have always been drawn to the idea of immersing myself in such a world. Many games tend to transport you to ancient times or fantastical realms, but I wanted to create a setting that felt more relatable and plausible for us. I wanted to establish a world that could serve as a connection, allowing us to delve into the timeless lore of Arthurian legend.

Our plan extends beyond focusing solely on the Arthurian legend; it serves as our starting point. We have an abundance of content to delve into, aiming to create an exploration experience similar to that of Star Trek. This marks the commencement of your own "Star Trek story." However, if the initial title proves successful, Farsiders will evolve into an expedition into mythical legends, allowing for exploration of various regions. Perhaps even Thailand could be included in the future. The possibilities are vast.

I believe that plunging the player directly into the game can be overwhelming, and at times, lacking a sense of connection. Hence, I envisioned a cyberpunk city as the central hub, enabling players to feel a sense of attachment and embark on adventures at their own pace.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: Speaking of the story, does Farsiders end when you complete the story, or is there a post-game after finishing?

Viphavaphanich: The development of Farsiders is complete. There are additional stories, DLCs, and gameplay for you to enjoy. However, it's important to note that we are not a freemium game and our motive is not driven by monetary gain. Our goal is to bring this experience to you. If there are significant costs involved, we may need to charge a nominal fee, but our intention is not to continuously drain money from players.

Q: What aspect of developing Farsiders posed the greatest challenge for you?

Viphavaphanich: Honestly, the development aspect met my expectations as I anticipated it to be quite challenging. However, the marketing aspect has proven to be particularly daunting for me. Being an indie studio, we lack expertise in marketing and have a limited team, so our main focus has been on development while neglecting this crucial aspect. Finding assistance in this area has proven to be quite challenging since most publishers prioritize their own genre or other games.

It almost feels like, in order to publish a game, you need to engage with publishers even before commencing development. In a way, it feels like you have to create their game rather than your own. If you wish to create your own game, marketing becomes your own responsibility. This has undoubtedly been the most difficult part for me, often diverting our attention from our actual work.

If the industry provided more support to indie developers in terms of marketing and PR, we would witness a surge in innovative ideas and individuals who have the courage to pursue them. Many individuals continue to question me about pursuing game development in Thailand due to the limited number of people engaged in it. There is a lack of assistance in the marketing sector, I believe.

This sentiment is echoed by the media in Southeast Asia. I encountered them through networking, and they demonstrated complete empathy towards our situation and are making efforts to assist us. While the SEA market may not be as large as the USA, China, or Europe, their support still holds value. However, the systems in place are not conducive to facilitating assistance. These individuals are willing to support me because we foster communication, but it still requires significant effort to establish contact with them.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: What do you feel makes isometric action games fun? What is it about games like Hades you mentioned that makes us keep playing, while others not so much?

Viphavaphanich: I believe it's the sense of satisfaction that comes from killing someone. We have experimented with various methods. Initially, depending on how enemies died, there would be a visual effect. These small details greatly impact the overall success of the hack-and-slash action. It's all about the emotions evoked when eliminating enemies. We continually strive to enhance this aspect, even in the early stages where enemies simply fell to the ground. We incorporated additional blood and other effects to improve the experience. However, if these changes do not bring the desired result, we opt for the vaporization approach, which personally feels more satisfying. Anyone can engage in action, but it is the attention to these details that sets action RPGs apart.

The sound effects are also crucial. This relates to your previous question concerning the challenges of game development. I find that sound is one of the most difficult parts of our game. It may appear simple, but it is deceptively complex. We lack an expert specialized in this area, so we have to seek external advice. However, when collaborating with outsiders, they may not fully grasp the essence of our game, leaving us to tackle the task ourselves.

Q: You previously mentioned DLC. What other future plans are in store for Farsiders?

Viphavaphanich: Currently, we are in the process of publishing the beta build for the upcoming release in July. Following the game's release, our plan is to release the final chapter of the game approximately one or two months afterwards. Additionally, we are also working on introducing a new difficulty level for enhanced replayability.

We aim to launch on other consoles such as PlayStation 5 and the Nintendo Switch around October. If the game progresses well, we will proceed with the development of the second installment of Farsiders. While there may be some DLC, our primary focus is on delivering a complete and comprehensive game experience. If successful, we will continue with the second game, which already has a storyline in place.

Once we receive feedback and assess our performance, we will be able to share a complete roadmap of the game with the community. However, we need to evaluate the situation carefully before making any promises to avoid misleading expectations.

Unveiling the Epic World of Farsiders: An Exclusive Interview with the Game's Developer

Q: Any final thoughts you’d like to share with our readers?

Viphavaphanich: As previously mentioned, we are in need of significant assistance, particularly in marketing, testing, and QA. Our game is priced affordably compared to larger games, so we believe that most people should be able to purchase it. It would greatly benefit us if anyone has the opportunity to buy it and provide us with feedback. We are open to receiving recommendations on what players would like to see in the game. Our main goal is to create a game that fans love, rather than just catering to the media or publishers.

This is our debut project. While some members of our team have prior experience working together, many are new and we have taken some time to identify our strengths and capabilities. We welcome feedback regarding anything that is lacking or could be improved. If this endeavor does not succeed, we are determined to pursue another project instead of giving up.

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Farsiders releases July 19 on PC.