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	<title>psychicsoftware | Category Archives: Darkwind</title>
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		<title>Darkwind: Welcome to the 22nd Century</title>
		<link>https://www.psychicsoftware.com/2020/darkwind-welcome-to-the-22nd-century/</link>
		<comments>https://www.psychicsoftware.com/2020/darkwind-welcome-to-the-22nd-century/#comments</comments>
		<pubDate>Mon, 23 Nov 2020 10:50:18 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=1406</guid>
		<description><![CDATA[Darkwind: War on Wheels, the MMO I launched in 2007, has now reached the year 2100 in game. It&#8217;s 75 years after the solar apocalypse (see also this), and 65 years after the game itself started with our first racing/deathracing leagues. In Darkwind, one week of real-world time is one month in-game. So every 12 [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><a href="https://www.dark-wind.com" target="_blank">Darkwind: War on Wheels</a>, the MMO I launched in 2007, has now reached the year 2100 in game. It&#8217;s 75 years after the <a href="https://www.dark-wind.com/fp15.html" target="_blank">solar apocalypse</a> (see also <a href="https://www.dark-wind.com/fp16.html" target="_blank">this</a>), and 65 years after the game itself started with our first racing/deathracing leagues.  </p>
<p>In Darkwind, one week of real-world time is one month in-game. So every 12 weeks, a new year starts.. a new season in the deathracing and combat leagues, a new season in the squad combat leagues, another year in which road warriors in heavily armed 1970s musclecars continue to dominate the world.</p>
<p>We still have active players who have been there from the start, but the in-game heroes of that time are long gone: characters in Darkwind age and die &#8211; if they are lucky enough to survive to old age despite the harsh post-apocalyptic world. Darkwind was described by <a href="https://www.rockpapershotgun.com/2011/11/20/the-mmonitor-darkwind-war-on-wheels/" target="_blank">Rock Paper Shotgun</a> as a &#8217;boutique&#8217; MMO: a small online game with a fiercely loyal player-base who stick around for years. If you&#8217;re looking for some uncompromising turn-based vehicular combat with a persistent world and perma-death, there really isn&#8217;t anything else.</p>
<p><img src="https://www.dark-wind.com/images/frontpage/2main.jpg" alt="" /></p>
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		<title>Darkwind: Camp Wars</title>
		<link>https://www.psychicsoftware.com/2020/darkwind-camp-wars/</link>
		<comments>https://www.psychicsoftware.com/2020/darkwind-camp-wars/#comments</comments>
		<pubDate>Fri, 15 May 2020 18:19:14 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=1359</guid>
		<description><![CDATA[Over the last few months, I have been working on a whole new meta-game layer for Darkwind. An upturn in player numbers in Darkwind which started last year and continued to build into 2020, together with some careful prodding by my son Harry, convinced me to do this. The new Camp Wars system operates on [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Over the last few months, I have been working on a whole new meta-game layer for <a href='https://www.dark-wind.com' target='_blank'>Darkwind</a>. An upturn in player numbers in Darkwind which started last year and continued to build into 2020, together with some careful prodding by my son Harry, convinced me to do this.</p>
<p>The new Camp Wars system operates on a hexgrid map, whereby competing player-run camps take control and fight over each hex. The hexes themselves offer valuable resources to the camps (water, food, scrap metal, etc.) and we&#8217;re also planning to add a bunch of themed &#8216;specials&#8217; which will only appear in one place &#8211; e.g. controlling a hex with a mutant village in it will boost a camp&#8217;s chances of attracting mutant recruits.</p>
<p>The design behind this was instigated by Harry (who has played a lot of strategy and wargames over the years). He even put together an initial design proposal, and has helped in running meetings with the players and teasing out balancing issues.</p>
<p>Here&#8217;s the interactive map running (you can drag it around with the mouse, and use the wheel to zoom in and out).</p>
<div><iframe style="position: relative; left: -50px;" src="https://www.dark-wind.com/hexmap/darkwind_map.php?action=camps&amp;all=1&amp;wid=630&amp;hgt=600&amp;noblurb=1" width="630" height="600" frameborder="0" scrolling="no"></iframe></div>
<p>We&#8217;ve started to see some big PvP battles happening, which is exciting (PvP is something which players have always avoided, to a large extent, perhaps because the game has perma-death). It hasn&#8217;t all been plain sailing, of course &#8211; raise the stakes in a multiplayer game and there are bound to be fireworks. The players are a mature bunch though, so we&#8217;re ironing things out well (fingers crossed). We&#8217;ve put a bunch of risk mitigation systems in, as well as ratcheting up the possible profits to the right level that it&#8217;s hard to ignore them.</p>
<p>Camp Wars runs on a two-week cycle. In the first week, camps secretly deploy their forces to hexes under their control (for defence) or bordering on hexes they control (for attack). At the start of the second week, battles for contested hexes are scheduled, to be played within that week.</p>
<p>The best reason to fight is for resources. This system aims to add the motivation for PvP that Darkwind has lacked in the past.</p>
<p>Another key thing which this system aims to introduce is a proper route for newer players to get involved in camps. At first, they can assist the logistics and supply, and can use their vehicles and characters to assist a camp in battle. Later, they can become full members of camps, and finally can own their own camp &#8211; probably under the protection of a larger camp at first. We have designed a maximum cap on how much hardware any individual player can bring to a battle: this is specifically to promote cooperation and to make newer players valuable.</p>
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		<title>Darkwind marches towards Steam</title>
		<link>https://www.psychicsoftware.com/2014/darkwind-marches-towards-steam/</link>
		<comments>https://www.psychicsoftware.com/2014/darkwind-marches-towards-steam/#comments</comments>
		<pubDate>Fri, 08 Aug 2014 20:41:07 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=703</guid>
		<description><![CDATA[I haven&#8217;t posted on here in too long, and it&#8217;s mostly because I have been very busy working on Darkwind again. The big news is that the game was greenlit in May, for release on Steam around the end of August. Some of the main things I have been working on are: &#8211; making the [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I haven&#8217;t posted on here in too long, and it&#8217;s mostly because I have been very busy working on Darkwind again. The big news is that the game was greenlit in May, for release on Steam around the end of August.</p>
<p>Some of the main things I have been working on are:<br />
&#8211; making the game &#8216;free to play&#8217; with an in-game premium currency (&#8216;Chromes&#8217;)<br />
&#8211; overhaul of the lobby graphics<br />
&#8211; integration of significant amount of functionality in the game client that was previously only available on the web site. </p>
<p>The last point is quite important, as we&#8217;ll hopefully get a big influx of new players from Steam, and the new player experience needs to be as good as it can. The split between 3D gameplay and web-based management has always been a bit awkward, so now you&#8217;ll be able to do core management of gang and vehicular assets from within the client, and complete management of squads &#8211; including set-up, travel, scouting, and multiplayer arrangement.</p>
<p>I have also been working again with Taskmasterpeace, one of the two guys who recorded all the excellent &#8216;sport commentator&#8217; style vocals in the game. Task has been doing voice-overs for a series of tutorials I&#8217;m making about Darkwind.</p>
<p>Here&#8217;s a two-part tutorial on Deathracing:</p>
<p>Part 1: setting up<br />
<iframe width="640" height="360" src="//www.youtube.com/embed/uMaMdeiuihw" frameborder="0" allowfullscreen></iframe></p>
<p>Part 2: playing the deathrace<br />
<iframe width="640" height="360" src="//www.youtube.com/embed/PPgTd21mgc0" frameborder="0" allowfullscreen></iframe></p>
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		<title>Raycast Car</title>
		<link>https://www.psychicsoftware.com/2014/raycast-car/</link>
		<comments>https://www.psychicsoftware.com/2014/raycast-car/#comments</comments>
		<pubDate>Thu, 09 Jan 2014 20:48:37 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>
		<category><![CDATA[Techie]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=686</guid>
		<description><![CDATA[Here&#8217;s some footage of a car driving around in the Shiva game engine, using the &#8216;raycast wheels&#8217; approach. I have found that this gives much nicer results than the demo car that comes with Shiva, which treats wheels as constrained spheres. The problem with modelling wheels as spheres rotating on one axis is that this [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here&#8217;s some footage of a car driving around in the <a href="http://www.shivaengine.com/">Shiva game engine</a>, using the &#8216;raycast wheels&#8217; approach. I have found that this gives much nicer results than the demo car that comes with Shiva, which treats wheels as constrained spheres. The problem with modelling wheels as spheres rotating on one axis is that this assumes rigid bodies for the wheels; actually, wheels are not rigid. </p>
<p>The basic idea with raycast cars is that you cast a ray from each wheel hub, and calculate the distance at which a surface is met (if at all). This defines the suspension&#8217;s extension, and then you simulate spring behaviour by applying increasingly strong forces as the suspension gets more compressed. There&#8217;s also some subtleties such as anti-roll and varying spring strength depending on whether its compressing or extending; but these are mostly tweaks applied to the core idea.</p>
<p><iframe width="600" height="450" src="//www.youtube.com/embed/pZY9Z3Dp698" frameborder="0" allowfullscreen></iframe></p>
<p>I also found that at high speed the default Shiva &#8216;spherical wheels&#8217; car would suffer from occasional glitches and speed wobbles, rendering it fairly useless for most games. Sometimes it seemed to stagger sideways at high speed, presumably due to errors on the axis constraints allowing the spheres to role sideways. I assume these problems are caused by over-relying on the accuracy of the underlying physical simulation in order to obtain the required behaviour. </p>
<p>In the video clips shown here, the behaviour of the car in all ways other than spring response has been results-driven, i.e. the desired behaviour (skidding, drifting, tendency to roll, etc.) has been considered and this is used as a starting point for programming the calculations &#8211; rather than starting from an accurate physical simulation and expecting realistic/fun results as an emergent behaviour.</p>
<p><iframe width="600" height="450" src="//www.youtube.com/embed/OBDp9v-To1g" frameborder="0" allowfullscreen></iframe></p>
<p>This represents very good progress towards what I&#8217;d like to have for a major new <a href="http://www.dark-wind.com">Darkwind</a> project (Darkwind 2?) that I have started thinking about. Really the ineffective default Shiva car is what had stopped me considering this before now.</p>
<p>Last year I also wrote <a href="http://www.musclecar-online.com">Musclecar Online</a>. In this the car was entirely results-based, having no accurate underlying physical simulation from which the behaviour emerged. Musclecar Online is actually a 2D driving simulation with 3D models (hence, no hills or bridges) &#8211; and it was therefore entirely possible to define the behaviour I wanted first and then to write code to directly produce that behaviour.</p>
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		<title>Darkwind Developer Interview 2012</title>
		<link>https://www.psychicsoftware.com/2012/darkwind-developer-interview-2012/</link>
		<comments>https://www.psychicsoftware.com/2012/darkwind-developer-interview-2012/#comments</comments>
		<pubDate>Fri, 26 Oct 2012 12:31:00 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=478</guid>
		<description><![CDATA[Back in June one of the Darkwind players, Groovelle, collated a bunch of questions from the players and we did an interview. I was kinda waiting for him to format/edit/sanitise/legalise it but he appears to have disappeared for a while, so I figured I&#8217;d edit it myself. So here it is&#8230;. the text is all [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><em>Back in June one of the <a href="http://www.dark-wind.com">Darkwind </a>players, Groovelle, collated a bunch of questions from the players and we did an interview. I was kinda waiting for him to format/edit/sanitise/legalise it but he appears to have disappeared for a while, so I figured I&#8217;d edit it myself. So here it is&#8230;. the text is all verbatim apart from the headings, which are my own words added just now. And a few little jokes in squarebrackets</em></p>
<h2><span style="color: white;">Hello, nice ta meet ya..</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Hey Sam, this is Groovelle.<br />
<span style="color: white;"><strong>Sam :</strong></span> hiya <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Sam :</strong></span> is JD joining us?<br />
<span style="color: white;"><strong>Jason :</strong></span> No, I think he said his internet was down<br />
<span style="color: white;"><strong>Sam :</strong></span> ah too bad, it could work well as a three-way thing<br />
<span style="color: white;"><strong>Jason :</strong></span> Indeed. I just wanted to start out by saying I really love most everything about Dark-Wind and it&#8217;s an honour that you&#8217;ve made time for one of your players<br />
<span style="color: white;"><strong>Sam :</strong></span> Thanks <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" />  No problem at all, it&#8217;s always nice to talk about DW</p>
<h2><span style="color: white;">Where did Darkwind come from? Ideas and Influences</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> We&#8217;ll start with a bit about Dark-Wind in general: What gave you the inspiration for Dark-Wind?<br />
<span style="color: white;"><strong>Sam :</strong></span> I guess it was a culmination of stuff. Firstly, my experience with MMOs such as Ultima Online showed me the potential as well as making me think there were things they were doing badly<br />
<span style="color: white;"><strong>Sam :</strong></span> Secondly, of course Cars Was. A game with excellent design but fatally flawed by the fact that humans have to run it: it takes too long to play. Computerising it all just makes sense.<br />
<span style="color: white;"><strong>Sam :</strong></span> This was something I had done before with an Amiga game &#8216;Critical Hit'; back in 1995 &#8212; which was a computerised version of Warhammer (tabletop wargame) except with the combat rules of MERP modelled on a per-soldier basis<br />
<span style="color: white;"><strong>Sam :</strong></span> I should say, there&#8217;s aspects of other games in there too. Football Manager, would you believe!</p>
<p><span style="color: white;"><strong>Jason :</strong></span> I had heard that about Football Manager and I can definitely see it. That was actually one of the things that intrigued me about seeing the stat/attribute sheet for the first time: There are tons of variables at work.<br />
<span style="color: white;"><strong>Sam :</strong></span> Tons of variables yeah. But more than that, it&#8217;s what I call &#8216;Playing Dolls Houses&#8217;. It&#8217;s a nurturing instinct, I think, that makes people love to control the life/career of digital minions. Men might not realise it, but I think they love it as much as women (except it tends to be about war)</p>
<h2><span style="color: white;">Darkwind&#8217;s graphics, and lack of AAA-quality thereof, and what it tells us about the gaming public. In which Sam heralds the new Golden Age of indie games. Or something.</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> There seems to be an arms-race to photorealism in the last decade of gaming; you went a different way. What strengths and weaknesses did that present and how does that affect the tone of the game?<br />
<span style="color: white;"><strong>Sam :</strong></span> Well, I&#8217;d have to say I had little choice about going a different way; there&#8217;s no way I could compete with big games studios in terms of graphics. There&#8217;s clearly a weakness in that I have a hard time impressing new signups when they first check out the game. There&#8217;s a strength though in that I can add new game features with *relatively* little effort, since each feature doesn&#8217;t need to rely on slick graphics<br />
<span style="color: white;"><strong>Sam :</strong></span> BUT.. here&#8217;s something..<br />
<span style="color: white;"><strong>Sam :</strong></span> when DW was first released, 2006/2007, a lot of people used to log into the lobby and say how bad the graphics were, and leave<br />
<span style="color: white;"><strong>Sam :</strong></span> but NOW, less people do that<br />
<span style="color: white;"><strong>Sam :</strong></span> I think people&#8217;s expectations have changed in a way that has <em>never before</em> happened in computer games<br />
<span style="color: white;"><strong>Sam :</strong></span> and it&#8217;s probably mobile devices and casual games that we have to thank for it; the gaming public realise now more than they did that it&#8217;s not all about graphics; they really didn&#8217;t realise that in the early 2000&#8217;s<br />
<span style="color: white;"><strong>Sam :</strong></span> so now we have a new golden age of indie games</p>
<p>[pause&#8230; tumbleweed rolls by, etc&#8230;]</p>
<h2><span style="color: white;">The Torque Game Engine</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> How hard is it moulding your vision into the confines of the aging Torque (TGE) engine, especially as you did it solo?<br />
<span style="color: white;"><strong>Sam :</strong></span> Well, given that I&#8217;m not relying on having cutting edge graphics, it&#8217;s just fine really. There are some design decisions that were forced on me (one being the &#8216;instanced&#8217; combat system) but they have worked out fine and have actually fitted the way the game works nicely. TGE was a really well written engine.<br />
<span style="color: white;"><strong>Sam :</strong></span> Actually, one thing that was a f**king pain in the ass was the physics.<br />
<span style="color: white;"><strong>Sam :</strong></span> TGE has really botched collision detection and response, I had  to put a lot of work into improving that (and it&#8217;s still pretty funky at times)<br />
<span style="color: white;"><strong>Sam :</strong></span> But it was a good decision to have an engine that gave me full source code, it let me do very unusual things such as having turn-based particle emitters for fire/smoke/dust</p>
<h2><span style="color: white;">Perma-Death, PvP, the Economy and Travel</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> I noticed you mentioned Ultima Online. That had PvP (or PK) and in some areas was considered a gankfest. Dark-Wind has PvP and permadeath for players&#8217; characters. Though players can have around 40 characters, making PvP work with permadeath seems like a daunting task. What lessons did you learn from seeing UO and how did you design around this? Do you envision anything changing about PVP? Would you have done things differently if you had the chance?<br />
<span style="color: white;"><strong>Sam :</strong></span> From a PvP point of view, I was really very naive. My ideas on that weren&#8217;t related to UO, they were just based on the concept that PvP should be open and the game should be brutal. As I say, very naive as in reality it&#8217;s much more complex than that and it will simply end up as a gank-fest if you let it! I have learned a lot, from running DW.. players are all different, and want to play in different ways, and each way is equally valid..<br />
<span style="color: white;"><strong>Sam :</strong></span> What I was actually referring to with UO specifically was travel. When I first read about the plans for UO, they had big ideas about having a dynamic economy where players would affect the world and the economic, ecology etc. This was all very exciting<br />
<span style="color: white;"><strong>Sam :</strong></span> But the reality was, they had teleporting, which destroyed any meaning in geographical distance, and therefore destroyed the concept of price differentials<br />
<span style="color: white;"><strong>Sam :</strong></span> they also neglected to take into account that everyone is an adventurer, which is .. eh.. a very skewed way to run an economy.<br />
<span style="color: white;"><strong>Sam :</strong></span> So I set out to have a behind-the-scenes simulated economy which is affected by players/adventurers bit which isn&#8217;t completed dictated by them<br />
<span style="color: white;"><strong>Sam :</strong></span> and travel&#8230; had to take time and be dangerous!</p>
<p><span style="color: white;"><strong>Jason :</strong></span> Travel really does give the Dark-Wind universe weight. I can vividly recall driving my first muscle car down south those 1500 miles + to Sarsfield and Firelight and being genuinely scared silly that my best character was in actual mortal peril. Looking back, especially in my time in UO, it seems this run should have been impossible. How does/did that balance work with travel, permadeath, and Dark-Wind?<br />
<span style="color: white;"><strong>Sam :</strong></span> I thought carefully about permadeath. I absolutely had to have it, because it&#8217;s just so stupid not to have it in a game, IMO<br />
<span style="color: white;"><strong>Sam :</strong></span> This is really part of the reason that I came up with the idea of a gang &#8211; so you could have permadeath but not lose everything</p>
<p><span style="color: white;"><strong>Sam :</strong></span> I&#8217;m not sure what you meant by travel fitting in with this?<br />
<span style="color: white;"><strong>Jason :</strong></span> Being ganked within the first few yards. I can recall, even after its heyday, trying to leave the first town (Britanicca was it?) in UO and being ganked. I&#8217;ve only been targetted once like this in Dark-Wind and the player who was trying to grief let me go when I conceded to him.<br />
<span style="color: white;"><strong>Sam :</strong></span> Yeah. Part of this is definitely about the maturity of the player-base. A turn based game would tend to draw a more mature audience.<br />
<span style="color: white;"><strong>Sam :</strong></span> Also, you were asking about whether I&#8217;d see anything changing with PvP or whether I should have done anything differently with it. In terms of future changes, I really don&#8217;t know. I have tried *many* times to tweak it and encourage it in different ways, but it never seems to have any positive effect: and it really all goes back to the fact that people want to play in different ways<br />
<span style="color: white;"><strong>Sam :</strong></span> If I had known that from the start, I guess I would have made the game explicitly about co-operation and PvE<br />
<span style="color: white;"><strong>Sam :</strong></span> I think we may have arrived at a good compromise position, where people can do pvp in deathraces etc. but don&#8217;t risk being overwhelmed in a more long-term way outside of their control<br />
<span style="color: white;"><strong>Sam :</strong></span> the game has for a long time been about evolution rather than design I guess</p>
<h2><span style="color: white;">What&#8217;s coming next for the game?</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Speaking of evolution: there are so many things bouncing around the Dark-Wind forums that might improve the game if added to Dark-Wind. Would you care to elaborate on the most pressing items you are working on in your &#8220;to-do&#8221; list?<br />
<span style="color: white;"><strong>Sam :</strong></span> There&#8217;s a lot of small things, many of which have been requested numerous times, that I&#8217;d like to implement. I don&#8217;t tend to get around to them too quick though. Some of the biggest undertakings that I have added in the last couple of years have, unfortunately, not turned out to be very popular. I&#8217;m talking about DW:Tactical and DW:Scavenger in particular, each of which were a lot of work.<br />
<span style="color: white;"><strong>Sam :</strong></span> Of the things that I have started and not yet finished, the ped-scouting &#8220;Into the Ruins&#8221; and the related &#8220;Ped Items&#8221; features would have to be the biggest. Both of these I really should have done a year or more ago, but they ended up being a lot of work when I started to identify the details of everything involved. The reality is, the game has evolved in many ways that I never envisaged back in 2005/2006 when it was all being designed, so this means some things are very awkward to retro-fit into the game. The idea of starting afresh, perhaps with a single-player version using a new game engine, is very attractive.<br />
<span style="color: white;"><strong>Jason :</strong></span> Exactly how big is your &#8216;to-do&#8217; list?<br />
<span style="color: white;"><strong>Sam :</strong></span> LOL<br />
<span style="color: white;"><strong>Sam :</strong></span> 116 pages<br />
<span style="color: white;"><strong>Sam :</strong></span> But that&#8217;s not really all &#8216;to do&#8217;. It&#8217;s a document that I started in 2005 and just dumped stuff into, deleted stuff out as it was done. It&#8217;s a real alternative history of the game in a way. Lots of snippets from event logs where I found bugs, lots of bits &amp; pieces as well as &#8216;to do&#8217; items. But 116 pages in total <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> Seems like you&#8217;ve got enough fodder for a single player version<br />
<span style="color: white;"><strong>Sam :</strong></span> more than enough yeah. The real task would be to stop it from being too wide in scope<br />
<span style="color: white;"><strong>Jason :</strong></span> So there&#8217;s &#8220;Into the Ruins&#8221; and possibly a single player version of the game you&#8217;re thinking about ; two is kind of a lonely number, got a top three priority list for the (nearish) future for Dark-Wind?<br />
<span style="color: white;"><strong>Sam :</strong></span> heh, you certainly got 2 of the 3 there<br />
<span style="color: white;"><strong>Sam :</strong></span> &#8216;into the ruins&#8217; goes hand in hand with &#8216;ped items&#8217; &#8211; that&#8217;s part of the reason it&#8217;s so delayed<br />
<span style="color: white;"><strong>Sam :</strong></span> better tutorial movies and tutorial events would probably be the other thing<br />
<span style="color: white;"><strong>Sam :</strong></span> I tried many different things since 2006 to try to improve the &#8216;new player experience&#8217; &#8211; GUI overhauls, new website, etc., but the only thing that ever made a noticeable difference was the &#8216;new&#8217; story-driven tutorial that we now have. Not really &#8216;new&#8217; anymore.. <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /></p>
<h2><span style="color: white;">What are you hiding?</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> You&#8217;ve been notoriously secretive about how all the attributes, skills, and hidden attributes and skills interact. Nobody  really knows to-hit percentages or even what the numbers are behind gangers demoing (being stressed to the point of surrender) Why?<br />
<span style="color: white;"><strong>Sam :</strong></span> I think a game is much more realistic if you don&#8217;t know all the calculations and figures behind it. It also means that different opinions can co-exist and that there is no &#8220;right answer&#8221; or &#8220;best car design&#8221;. It&#8217;s a much richer experience.<br />
<span style="color: white;"><strong>Sam :</strong></span> It&#8217;s also the old-school approach I guess. In D&amp;D we had the &#8220;Players Guide&#8221; and the &#8220;Dungeon Master&#8217;s Guide.&#8221; The latter had at the start, in bold text, &#8220;don&#8217;t read this if you want to be a player rather than a DM.&#8221; That&#8217;s the way it *should* be..</p>
<h2><span style="color: white;">So is Sam the ultimate DW player?</span></h2>
<p><span style="color: white;"><strong>Sam :</strong></span> Not that knowing the facts &amp; figures helped me much BTW. Anyone who has played with me knows that I&#8217;m pretty crap at playing DW <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> ( <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> )<br />
<span style="color: white;"><strong>Sam :</strong></span> there&#8217;s actually a funny acecdote on this one..<br />
<span style="color: white;"><strong>Sam :</strong></span> about a year ago I was doing a scout with a bunch of people. I saw this hillock and put my flag on it, suggesting out loud that we assemble there.<br />
<span style="color: white;"><strong>Sam :</strong></span> No one answered.<br />
<span style="color: white;"><strong>Sam :</strong></span> After a couple of mins I looked around and saw a bunch of flags on a different hillock much further away from the enemy. Everyone was too polite to tell me how bad my tactics were though.. they just quietly ignored me <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Sam :</strong></span> of course, within about 10 turns of the game starting, my hillock was swarming with bad guys</p>
<h2><span style="color: white;">Is it true what they say about Buddy Holly&#8217;s car?</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Speaking of bad positions, and I ask this for anyone who&#8217;s lost more than five gangers in the same car at different times &#8211; some cars are cursed. Are some cars cursed? Would you tell us if some cars were cursed?<br />
<span style="color: white;"><strong>Sam :</strong></span> Heh. No, cars aren&#8217;t cursed. I probably would tell you, in fact it&#8217;s a nice idea maybe I&#8217;ll do it  <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> Oops.<br />
<span style="color: white;"><strong>Sam :</strong></span> doing some form of special stats for cars is quite an attractive idea, it&#8217;s a natural extension of what we do with gangers already<br />
<span style="color: white;"><strong>Sam :</strong></span> and would be relatively easy to do,  not relying on graphics<br />
<span style="color: white;"><strong>Sam :</strong></span> it would give a whole new world of gathering for the &#8216;gather everything&#8217; players<br />
<span style="color: white;"><strong>Sam :</strong></span> and a whole world of stories for the roleplaying players..</p>
<h2><span style="color: white;">Developing a one-man MMO. And stuff about &#8216;design vision&#8217;.</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> I guess we can segue into more the industry/developer centric questions:<br />
<span style="color: white;"><strong>Jason :</strong></span> Not many developers can lay claim to having developed an entire, working, MMO by themselves. (In fact, I can&#8217;t think of any)  What was that like?<br />
<span style="color: white;"><strong>Sam :</strong></span> it was a lot of work<br />
<span style="color: white;"><strong>Sam :</strong></span> it was actually a very conscious decision too. I had been involved in various business ideas during the dotcom bubble of 1998-2004 and I learned how things was fail when you&#8217;re relying on other people, especially when your work is speculative and not funded by anyone external<br />
<span style="color: white;"><strong>Sam :</strong></span> I didn&#8217;t want DW to ever turn into a negative thing for me, because that would make it a certain failure<br />
<span style="color: white;"><strong>Sam :</strong></span> Also, I made sure to pick a game design that didn&#8217;t rely on lots of custom artwork or content.<br />
<span style="color: white;"><strong>Sam :</strong></span> Cars are animated by physics, not by artists. And the game has a large slice of sports-sim, which is basically run according to rules, leagues etc. rather than requiring (as, say, World of Warcraft would) lots of custom content<br />
<span style="color: white;"><strong>Sam :</strong></span> so it was definitely a case of picking my battles carefully, as a lone programmer and quite a weak artist<br />
<span style="color: white;"><strong>Jason :</strong></span> You had, almost, complete creative control over your work. And actually, with the advent of Kickstarter and other crowdsourced games, you are a part of a new age of indie gaming, eschewing the help of a publisher and, in general, building what you and your fans want. How well did your original ideas survive the first glimpse of what your playerbase actually wanted?<br />
<span style="color: white;"><strong>Sam :</strong></span> I think the core original ideas have carried though very strongly actually. Few, if any, of the major components of the current game were not in the original design in some form.<br />
<span style="color: white;"><strong>Sam :</strong></span> On one hand this is because the Internet allows us to bring together groups of like-minded people. You don&#8217;t so much have to design to a demographic, as design for yourself, safe in the knowledge that there are plenty of others in the world with similar tastes<br />
<span style="color: white;"><strong>Sam :</strong></span> I did however have some soul-searching early on<br />
<span style="color: white;"><strong>Sam :</strong></span> the first few months were tough, when I had done racing leagues and deathracing leagues, and no-one was playing<br />
<span style="color: white;"><strong>Sam :</strong></span> I had to bite the bullet and throw away a couple of months of work and completely change the league systems, to allow casual gameplay rather than playing to a schedule<br />
<span style="color: white;"><strong>Sam :</strong></span> after that the playerbase slowly started to build, and we went into closed beta for a few months<br />
<span style="color: white;"><strong>Sam :</strong></span> but wilderness combats were the big breakthough of course</p>
<h2><span style="color: white;">Crowdsourcing. An unlikely opportunity to get philosophical.</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Is crowdsourcing a fad? I&#8217;ve heard some people are suffering from funding fatigue. Is there staying power there?<br />
<span style="color: white;"><strong>Sam :</strong></span> I don&#8217;t really know! I&#8217;m not really an expert at these things. I think crowdfunding will probably fade somewhat, it&#8217;s got to come out of its honeymoon period after all. Probably there will be some high-profile flops and the public will get more critical about what they fund. But the concept is very solid I think, it&#8217;s going to be here to stay. People just *love* to feel that they are directly involved in something creative, rather than merely being passive customers.<br />
<span style="color: white;"><strong>Sam :</strong></span> We all want to be creative, it&#8217;s part of the human response to mortality (that&#8217;s a large part of why I did DW, I call it my midlife crisis LOL)<br />
<span style="color: white;"><strong>Jason :</strong></span> Will we ever see an &#8220;indie&#8221; AAA title or a  big developer without a publisher?<br />
<span style="color: white;"><strong>Sam :</strong></span> the categories are blurred already, I think they can blur some more!<br />
<span style="color: white;"><strong>Sam :</strong></span> But.. eh, I&#8217;m not an expert at this stuff. You wanna be asking Valiance not me  <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> Valiance?<br />
<span style="color: white;"><strong>Sam :</strong></span> he used to play a lot. Nicholas Lovell..  <a href="http://www.gamesbrief.com/">[Gamesbrief]</a><br />
<span style="color: white;"><strong>Jason :</strong></span> Nice<br />
<span style="color: white;"><strong>Sam :</strong></span> yeah it&#8217;s an excellent website</p>
<h2><span style="color: white;">Textual gaming</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> There&#8217;s a lot of text in the DW descriptions&#8230; do you think text-supplemented games are dead (Fallout 1, Fallout 2, Wasteland)?<br />
<span style="color: white;"><strong>Sam :</strong></span> No, I don&#8217;t think so. I think the recent trend is towards &#8216;anything goes&#8217;. Different styles of games can co-exist. It&#8217;s a much better situation than we had in the late-90s and early-2000s where graphics trumped everything<br />
<span style="color: white;"><strong>Sam :</strong></span> as I said above, I think smartphones and casual games are a major reason<br />
<span style="color: white;"><strong>Sam :</strong></span> I think if Minecraft were released in 2005 it may have flopped<br />
<span style="color: white;"><strong>Sam :</strong></span> anyway, text descriptions are way better than graphics alone. It would be impossible to get as much detail into pixels as we have in the DW critical hits table</p>
<h2><span style="color: white;">Hardware requirements. In which Jason politely reigns Sam back in again</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Back to the game. You could easily run Dark-Wind on a netbook. I myself have been running it on a Pentium 4 well below your minimum system requirements. Do you see this changing as time goes on and content/features are added?<br />
<span style="color: white;"><strong>Sam :</strong></span> Very little, if at all.<br />
<span style="color: white;"><strong>Sam :</strong></span> I made a small change recently, I made the game client handle much more skidmark decals than before; this was for the tyre tracks in the new snowy maps. This is the sort of thing that was originally limited for the sake of not overloading player&#8217;s hardware, but it&#8217;s only a small change.<br />
<span style="color: white;"><strong>Sam :</strong></span> I think some of the newer maps might cause lag trouble in certain spots, but people seem to be able to work around it anyhow by keeping the camera low. A turn based game can be quite forgiving.</p>
<h2><span style="color: white;">Pricing models</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Like you&#8217;ve said, Dark-Wind has had many features added after the fact (Game modes, pedestrian combat, entire cities) and all of it has been free (other than the relatively inexpensive &#8220;monthly&#8221; fee for the full feature-set)  What is your opinion of paid DLC?<br />
<span style="color: white;"><strong>Sam :</strong></span> I think it depends on your game and player base. Not necessarily a bad thing in the right context.<br />
<span style="color: white;"><strong>Sam :</strong></span> Games like world of warcraft probably have to use that model to get more money out of people<br />
<span style="color: white;"><strong>Sam :</strong></span> But DW has a very loyal player-base, some of whom have continued to pay me for several years. That deserves some loyalty in response.<br />
<span style="color: white;"><strong>Sam :</strong></span> The DW player-base is too small for me to start get greedy with anyhow <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" />  But it *does* make enough that I feel good about it and I&#8217;m happy to continue to put effort into</p>
<h2><span style="color: white;">The end of Darkwind?</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Do you see DW as having a shelf life, or as a UO type game that will still be running after 15 years?<br />
<span style="color: white;"><strong>Sam :</strong></span> I think it will be running for a long time, I wouldn&#8217;t be too surprised if it were still limping along when I retire!<br />
<span style="color: white;"><strong>Sam :</strong></span> Two major reasons for this:<br />
<span style="color: white;"><strong>Sam :</strong></span> 1.. It&#8217;s unique. Players get bored and leave (which is normal) but they very often come back later, maybe even 2 years later. This is because, I think, there is no other game the same. If someone leaves world of warcraft they may never come back because 200 other games give the identical experience. Not so with DW.<br />
<span style="color: white;"><strong>Sam :</strong></span> 2.. It&#8217;s cheap to run. My costs are nothing more than a single server in a server farm. If I only had 10 active subscribers, I&#8217;d be breaking even.<br />
<span style="color: white;"><strong>Sam :</strong></span> I guess related to point (2) &#8212; it plays out quite nicely as a single-player experience, so it&#8217;s unlikely to implode and collapse when it drops below a critical mass. At least, it&#8217;s less susceptible to such a thing than a more traditional multiplayer MMO might be</p>
<h2><span style="color: white;">Regrets.. I&#8217;ve had a few&#8230; (snarled in the style of Sid Vicious)</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Do you have any regrets about anything implemented?<br />
<span style="color: white;"><strong>Sam :</strong></span> only regrets in terms of wasted effort<br />
<span style="color: white;"><strong>Sam :</strong></span> there were a couple of times actually when there was trouble over new features<br />
<span style="color: white;"><strong>Sam :</strong></span> that was a low-point.. I added in electronically-controlled weapon misfiring during certain autora conditions.<br />
<span style="color: white;"><strong>Sam :</strong></span> But I wanted the players to figure out the conditions themselves, so I told them nothing.That was a bit dumb&#8230;<br />
<span style="color: white;"><strong>Sam :</strong></span> but no major regrets, no</p>
<h2><span style="color: white;">More about the future of DW</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Digging further into the future of the game, you said &#8220;Into the Ruins&#8221; will be a pedestrian-based scouting of the ruins of Evan (the burnt-out ruins of the American Southwest and surrounding areas)  What are your plans for &#8220;Into the Ruins&#8221;?<br />
<span style="color: white;"><strong>Sam :</strong></span> I&#8217;m not sure if Evan was ever stated as being in America<br />
<span style="color: white;"><strong>Jason :</strong></span> :O<br />
<span style="color: white;"><strong>Sam :</strong></span> But that&#8217;s not important<br />
<span style="color: white;"><strong>Sam :</strong></span> Into the Ruins is something I should have finished long ago.. it turned out to be more complex than I expected, and it required first that I create a more details system for ped-items. But that turned out pretty complex too. Hmm.<br />
<span style="color: white;"><strong>Sam :</strong></span> But.. ideally&#8230; Into the Ruins would be like a turn-based ped combat game where you have randomised maps /mazes filled with danger and treasure<br />
<span style="color: white;"><strong>Sam :</strong></span> Quite tangential to the idea of car combat, but then again DW has already turned into a big sprawling game so it&#8217;s not a major surprise<br />
<span style="color: white;"><strong>Jason :</strong></span> Recently you implemented the town of Morgan, a harsh place where only the strong (figuratively again of course &#8211; driving, gunning, scouting and other skills factor in much, much more) can make the trip, much less survive there. How do you plan to make Morgan different?<br />
<span style="color: white;"><strong>Sam :</strong></span> It&#8217;s important to make it different, for sure. We have learned that from other towns.<br />
<span style="color: white;"><strong>Sam :</strong></span> I have taken ideas from the player-base mostly on this one. I never envisaged a snowy region, that was viKKing&#8217;s idea &#8211; and since he was good enough to start designing the maps, who was I to argue?<br />
<span style="color: white;"><strong>Sam :</strong></span> The current idea for Morgan is that it&#8217;s an isolated small town under constant attack from local pirates. So the players have to gang together and defend it, or else lose their stuff. But by defending it they gain extra training.<br />
<span style="color: white;"><strong>Sam :</strong></span> I&#8217;m not sure that it&#8217;s working yet, but we&#8217;ll take stock and tweak it fairly soon I think<br />
<span style="color: white;"><strong>Sam :</strong></span> If other ideas come along, I&#8217;ll consider them. That&#8217;s the way Darkwind is.. I guess I&#8217;m a facilitator as much as a designer at this point.<br />
<span style="color: white;"><strong>Jason :</strong></span> Hah<br />
<span style="color: white;"><strong>Sam :</strong></span> maybe that&#8217;s even ahead of its time and is one of the ultimate routes that crowd-funding leads to! LOL.<br />
<span style="color: white;"><strong>Jason :</strong></span> From my perspective, we can only hope<br />
<span style="color: white;"><strong>Sam :</strong></span> I know that it&#8217;s one of the thing that many DW players do like about it, the fact that they can actually influence things and supply artistic content etc. It&#8217;s a win-win really.</p>
<h2><span style="color: white;">Darkwind: Scavenger &#8211; achieving DW&#8217;s original &#8216;design vision&#8217;?</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Scavenger is the hardcore mode of Dark-Wind, an already hardcore game. In scavenger there is no money; no car rentals for scouting (you&#8217;ve got to win your first car at &#8216;Amateur Night&#8217;); and food and water are hard-fought, can&#8217;t be bought from towns, and necessary for survival. I&#8217;ve heard it fits more closely with how you first pictured Dark-Wind; currently is scavenger how you originally envisioned it? And is it your ideal Dark-wind?<br />
<span style="color: white;"><strong>Sam :</strong></span> In some ways, it would match my original idea yes<br />
<span style="color: white;"><strong>Sam :</strong></span> But I don&#8217;t think my original idea has any particular claim about bring &#8220;more correct&#8221; or &#8220;more valid&#8221;<br />
<span style="color: white;"><strong>Sam :</strong></span> As I said before, there were some glaring naivities in my original ideas<br />
<span style="color: white;"><strong>Sam :</strong></span> A game is a compromise of vision versus fun; realism versus playability<br />
<span style="color: white;"><strong>Sam :</strong></span> I don&#8217;t know what my ideal DW is today. There&#8217;s probably several of them, and they&#8217;re pretty much incompatible. Certainly DW:Scav is *one* of them<br />
<span style="color: white;"><strong>Sam :</strong></span> it&#8217;s naive to think that many people will be happy to play a game for an extended period of time if they keep getting bombed back to the stone age. Some people, certainly. But not many!</p>
<h2><span style="color: white;">Characters in DW and Singleplayer DW</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Dark-Wind as we play it is rather unique in that most of its players make up the who and why of their characters &#8211; it&#8217;s almost akin-to but is probably more attachment-inducing than a  game of X-Com that lasts for years. If or when you make single-player cars-with-guns, how do you see the characters playing out? Will it be more story-based?<br />
<span style="color: white;"><strong>Sam :</strong></span> No, I think it will largely be similar, for the same reasons.<br />
<span style="color: white;"><strong>Sam :</strong></span> A simulation-driven game is one that is quite feasible for a small development team to make, as it doesn&#8217;t rely on lots of custom content<br />
<span style="color: white;"><strong>Sam :</strong></span> Although, one of the ideas for the single-player game is that players would be given a story editor module, so they could create and share scenarios. That&#8217;s feasible as a route for more story-based content.<br />
<span style="color: white;"><strong>Sam :</strong></span> I&#8217;d love to put more psychological depth into the characters, either in DW or in the singleplayer version ( if it happens ).<br />
<span style="color: white;"><strong>Sam :</strong></span> I never played Dwarf Fortress, but the psychological models of the dwarfs sound really cool .. but still fundamentally simulation-driven</p>
<h2><span style="color: white;">Highpoints as the creator of Darkwind</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> From the earliest design daydreams to the players slugging it out in deathraces and special events which part of game development brings, or has brought you, the greatest satisfaction?<br />
<span style="color: white;"><strong>Sam :</strong></span> The single greatest moment, if I had to pick one, would probably be the first time I read &#8220;the Birth of Deathracing&#8221; posted on the forums by Korivak, back around Christmas 2006. We were still in beta<br />
<span style="color: white;"><strong>Sam :</strong></span> I was like&#8230; &#8220;wow, this is really well written.. this fleshes things out far more artisitcally than I could have.. and yet it wouldn&#8217;t have been written without me&#8221;<br />
<span style="color: white;"><strong>Sam :</strong></span> There&#8217;s also the fantastic work that many different players have put into the game, applying their own particular skills. viKKing &#8211; my right-hand man in the early days, and a fine mapmaker; Bastille &#8211; more artistic than he might realise; Dr Mathias &#8211; a talented artist and writer; Fifth &#8211; please finish your epic DW fiction, it&#8217;s awesome!; the other &#8216;offical&#8217; fiction by JKWPrime; several car-skinners of note: JeeTeeOh, goat_starer; voluntary artwork from Tinker and others; the dudes with the cool voices: JD Basher and Taskmasterpeace; the Wiki and Vent guys: Marrkos and TEC; the guys who relentlessly push the rules forwards: Lord Foul, Jimmylogan, ninesticks. The ultimate long-term DW fans: Latte and Longo. The lifelong friends I have made and met IRL due to the game: goat, nine, Valiance and BWGunner. I&#8217;m sure I have missed a few who deserve mentioning, for which I apologise!<br />
<span style="color: white;"><strong>Sam :</strong></span> there&#8217;s lots of little satisfactions too, of course. Unsolicited &#8220;thank you&#8221; PMs from players, stuff like that</p>
<h2><span style="color: white;">Words from the wise</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> What advice would you give to a young programmer who&#8217;s just starting out?<br />
<span style="color: white;"><strong>Sam :</strong></span> that&#8217;s a tough one. I actually meet young programmers who are just starting out all the time, I teach them!<br />
<span style="color: white;"><strong>Sam :</strong></span> the main thing is to love programming, that&#8217;s what has kept me doing it for 30 years<br />
<span style="color: white;"><strong>Sam :</strong></span> if you meant a young *games* programmer, I&#8217;d say design something original, you&#8217;re not going to do anything good by making a third-rate copy of someone else&#8217;s game</p>
<h2><span style="color: white;">Benefits of a small community</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> What are the benefits and drawbacks of having a smaller community?<br />
<span style="color: white;"><strong>Sam :</strong></span> Benefits include: it creates a very friendly atmosphere, where the developer and players get to know each other (which is a benefit to both)<br />
<span style="color: white;"><strong>Sam :</strong></span> Drawbacks include: it can get clique-ish/insular. And it doesn&#8217;t make much money!  <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Sam :</strong></span> Apparently it&#8217;s called a &#8220;<a href="http://www.rockpapershotgun.com/2011/11/20/the-mmonitor-darkwind-war-on-wheels/">Boutique MMO</a>&#8221; (like a Boutique hotel)<br />
<span style="color: white;"><strong>Jason :</strong></span> (I&#8217;ve never heard something so &#8220;bloody&#8221; called something so beautiful)<br />
<span style="color: white;"><strong>Sam :</strong></span> heh. It&#8217;s a beautiful exploration of the duality of the human condition, don&#8217;t ya know <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /></p>
<h2><span style="color: white;">The Rules Council</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Who are the rules council?<br />
<span style="color: white;"><strong>Sam :</strong></span> you&#8217;re testing me.. you think I don&#8217;t known their names!<br />
<span style="color: white;"><strong>Sam :</strong></span> j/k<br />
<span style="color: white;"><strong>Jason :</strong></span> ha<br />
<span style="color: white;"><strong>Sam :</strong></span> [phew, I bluffed my way out of that one]. It came about because every time I tried to discuss something, it would get lost in a clamor of voices<br />
<span style="color: white;"><strong>Sam :</strong></span> so the idea came up of a smaller set of players who would represent the rest in a smaller forum where it was actually possible to make decisions<br />
<span style="color: white;"><strong>Sam :</strong></span> it&#8217;s a thankless task to be honest. I ignore them most of the time <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> Do you think a Rules Council would scale well in bigger games?<br />
<span style="color: white;"><strong>Sam :</strong></span> yes, I think it would. That&#8217;s if the game owners were interested in making stuff democratic rather than simply laying down the law themselves.<br />
<span style="color: white;"><strong>Sam :</strong></span> Personally I think it&#8217;s pretty arrogant to think, as a developer, you would always know best<br />
<span style="color: white;"><strong>Sam :</strong></span> after all, the players really know the ins-and-outs of the game, in the way its played, better than the developer</p>
<h2><span style="color: white;">Lord Foul and PA Racers</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> &#8220;The players know the ins-and-outs of the game&#8221; Is Lord Foul a person or something programmed to race, by you, like some sort of Dale Ernheart&#8217;s-with-time-to-think to make everyone look bad<br />
<span style="color: white;"><strong>Jason :</strong></span> think he&#8217;s a racer in real life?<br />
<span style="color: white;"><strong>Sam :</strong></span> LOL. Actually PA Racers is, I believe, a racer in real life. And when he first started playing, he blew the rest of us away. He was beating players who had played for 24 months and who were using highly skilled characters, when all he had were 20-skill drivers<br />
<span style="color: white;"><strong>Sam :</strong></span> I think LF must be real, because he stumps up real subscription fees!<br />
<span style="color: white;"><strong>Jason :</strong></span> <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley" /></p>
<h2><span style="color: white;">Dexter</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> So Sam, one for the road: Really, how old is Dexter?<br />
<span style="color: white;"><strong>Sam :</strong></span> I think he&#8217;s probably perpetually 45. The oldest possible person we can ever imagine in Evan.</p>
<h2><span style="color: white;">Thanks!</span></h2>
<p><span style="color: white;"><strong>Jason :</strong></span> Thanks for sitting down with us Sam. It&#8217;s good to talk with a dev who really &#8216;gets&#8217; his audience. Now we&#8217;ll have to have the Euro DW players go out and chain you back up to to the development station. (There&#8217;s only a few possible ways to squeeze a mmo out a single man, but I digress.)<br />
<span style="color: white;"><strong>Sam :</strong></span> It&#8217;s been a pleasure, thanks yourself! Not that &#8216;getting&#8217; the audience has made me a mega-success or anything <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Jason :</strong></span> And with that, we&#8217;ll let the esteemed Dr.  get some rest. Thanks Again!<br />
<span style="color: white;"><strong>Sam :</strong></span> Thanks! Looking forward to reading it  <img src="https://www.psychicsoftware.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /><br />
<span style="color: white;"><strong>Sam :</strong></span> We haven&#8217;t had a player-driven interview recently, so it&#8217;ll be good to add to the podcast ones that JD/Task/toecutter did several years ago</p>
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		<title>New Lands, Darkwind-style</title>
		<link>https://www.psychicsoftware.com/2012/new-lands-darkwind-style/</link>
		<comments>https://www.psychicsoftware.com/2012/new-lands-darkwind-style/#comments</comments>
		<pubDate>Thu, 19 Apr 2012 13:46:20 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=335</guid>
		<description><![CDATA[There has been a very encouraging upswing in creative contributions from Darkwind players recently. Two or three people have been producing really nice new racetracks and wilderness maps, and a particularly well written fiction set in 2060&#8217;s Evan is underway. When it&#8217;s ready, I&#8217;d like to add this fiction to the &#8216;official&#8217; stories, which currently [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>There has been a very encouraging upswing in creative contributions from Darkwind players recently. Two or three people have been producing really nice new racetracks and wilderness maps, and a particularly well written fiction set in 2060&#8217;s Evan is underway. When it&#8217;s ready, I&#8217;d like to add this fiction to the &#8216;official&#8217; stories, which currently include an atmospheric and quite personal account of the early days after the apocalypse (&#8216;<a href="http://www.dark-wind.com/fp15.html" target="_blank">The Birth of Deathracing</a>&#8216;) and a more objective yet equally compelling description of the worldwide experience of the Solar Event (&#8216;<a href="http://www.dark-wind.com/fp16.html" target="_blank">In the Beginning</a>&#8216;). What I really like about the new story (working title &#8216;Brooke&#8217;s Story&#8217;)  is that it&#8217;s set some 40 years later, and shows a world in which everything is changed, yet life goes on in a new way. Somehow I find well written player fictions set in Darkwind particularly pleasing; it&#8217;s because I feel I have personally inspired something artistic to come to life.</p>
<p>Anyhow, I&#8217;ll be talking about Darkwind fiction again at a later date. &#8216;Tales from the Wasteland&#8217;, a collection of Darkwind stories, is planned.</p>
<p>But for now, some images of the new maps..</p>
<p>We will finally have the 9th town, Morgan, in game very soon. This is a frozen town high in the Western Mountains, largely cut off from the rest of Evan. Stefan Bondier&#8217;s excellent start to the maps for this region have been picked up by Mike Mueller, and we&#8217;re close to having these ready to go:</p>
<p><img src='http://www.dark-wind.com/images/ss/morgan1.jpg'><br />
<img src='http://www.dark-wind.com/images/ss/morgan2.jpg'><br />
<img src='http://www.dark-wind.com/images/ss/morgan3.jpg'> </p>
<p>There are also several new race tracks, including an anarchic tumble down the side of a volcano in the town of Firelight:</p>
<p><img src='http://i40.tinypic.com/259g7et.jpg'><br />
<img src='http://i40.tinypic.com/20p8rkn.jpg'><br />
<img src='http://i42.tinypic.com/vx1k7.jpg'><br />
<img src='http://i39.tinypic.com/2nlvzs.jpg'> </p>
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		<title>Evan Reds</title>
		<link>https://www.psychicsoftware.com/2012/evan-reds/</link>
		<comments>https://www.psychicsoftware.com/2012/evan-reds/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 12:09:12 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=264</guid>
		<description><![CDATA[Here&#8217;s a poster my friend Brian put together with my encouragement last year. There&#8217;s some subtle and somewhat biting ideas behind this about post-apocalyptic neo-communism, or something. But I can&#8217;t remember what they were.. must be the whiskey. We had a laugh making it anyway. In case you don&#8217;t know, the Evan Reds are a [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here&#8217;s a poster my friend Brian put together with my encouragement last year. There&#8217;s some subtle and somewhat biting ideas behind this about post-apocalyptic neo-communism, or something. But I can&#8217;t remember what they were.. must be the whiskey. We had a laugh making it anyway.</p>
<p><img src="http://www.dark-wind.com/images/evan_reds.png" alt="Evan Reds Poster" /></p>
<p>In case you don&#8217;t know, the Evan Reds are a left wing faction in Darkwind. They are possibly tofu-eating, 4&#215;4 driving pseudo-liberals. I&#8217;m not sure, it&#8217;s hard to tell in a darkly-humorous distopian future.</p>
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		<title>RPS &#8216;Apocalypse Boutique&#8217; Darkwind Interview</title>
		<link>https://www.psychicsoftware.com/2011/rps-apocalypse-boutique-darkwind-interview/</link>
		<comments>https://www.psychicsoftware.com/2011/rps-apocalypse-boutique-darkwind-interview/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 13:46:58 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>
		<category><![CDATA[Rock Paper Shotgun]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=225</guid>
		<description><![CDATA[Here&#8217;s a big, wide-ranging (but mostly Darkwind-related) interview with me just published on Rock Paper Shotgun.. thanks to Nicholas for making the contact: The MMOnitor: Darkwind – War on Wheels]]></description>
				<content:encoded><![CDATA[<p>Here&#8217;s a big, wide-ranging (but mostly Darkwind-related) interview with me just published on Rock Paper Shotgun.. thanks to Nicholas for making the contact:</p>
<p><a href="http://www.rockpapershotgun.com/2011/11/20/the-mmonitor-darkwind-war-on-wheels/">The MMOnitor: Darkwind – War on Wheels</a></p>
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		<title>Darkwind Reviews and Interviews</title>
		<link>https://www.psychicsoftware.com/2011/darkwind-reviews-and-interviews/</link>
		<comments>https://www.psychicsoftware.com/2011/darkwind-reviews-and-interviews/#comments</comments>
		<pubDate>Sat, 19 Nov 2011 10:44:19 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>
		<category><![CDATA[PC Gamer]]></category>
		<category><![CDATA[Rock Paper Shotgun]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=1103</guid>
		<description><![CDATA[Here&#8217;s a collected list of reviews and interviews related to Darkwind: PC Gamer Review (2011) Rock Paper Shotgun interview (2011) Videogame Geek review (2011) OnRPG.com review (2010) Game Tunnel review and award (2009) Games Radar review (2010) Games for Windows review (2010) Bytten review (2009) and award (2009) Player interview (2012) Inside Mac Games review [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Here&#8217;s a collected list of reviews and interviews related to Darkwind:</p>
<p><a href="http://www.dark-wind.com/PCGamer-Darkwind.pdf" target="_blank">PC Gamer Review (2011)</a><br />
<a href="https://www.rockpapershotgun.com/2011/11/20/the-mmonitor-darkwind-war-on-wheels/http://" target="_blank">Rock Paper Shotgun interview (2011)</a><br />
<a href="https://videogamegeek.com/article/7010722">Videogame Geek review (2011)</a><br />
<a href="http://www.onrpg.com/MMO/Darkwind-War-on-Wheels/review/Darkwind-War-on-Wheels-Review-Turn-Based-Road-Rage-Anyone" target="_blank">OnRPG.com review (2010)</a><br />
<a href="http://www.gametunnel.com/may-2009-indie-game-round-up-article.php" target="_blank">Game Tunnel review and award (2009)</a><br />
<a href="http://www.gamesradar.com/pc/darkwind-war-on-wheels/review/darkwind-war-on-wheels/a-20091216155732441005/g-2009121615462487035" target="_blank">Games Radar review (2010)</a><br />
Games for Windows review (2010)<br />
<a href="http://www.byttenreviews.co.uk/gamereview.php?id=308" target="_blank">Bytten review (2009)</a> and <a href="http://www.bytten.com/article.php?id=15&#038;page=1" target="_blank">award (2009)</a><br />
<a href="http://www.psychicsoftware.com/2012/darkwind-developer-interview-2012/">Player interview (2012)</a><br />
<a href="http://www.insidemacgames.com/reviews/view.php?ID=964" target="_blank">Inside Mac Games review (2009)</a><br />
<a href="http://www.dark-wind.com/NewAgeGaming-Darkwind.pdf" target="_blank">New Age Gaming interview (2008)</a><br />
Flagship magazine review (2008)</p>
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		<title>Darkwind: Scavenger is live!</title>
		<link>https://www.psychicsoftware.com/2011/darkwind-scavenger-is-live/</link>
		<comments>https://www.psychicsoftware.com/2011/darkwind-scavenger-is-live/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 10:35:44 +0000</pubDate>
		<dc:creator><![CDATA[sam]]></dc:creator>
				<category><![CDATA[Darkwind]]></category>

		<guid isPermaLink="false">http://www.psychicsoftware.com/?p=178</guid>
		<description><![CDATA[Darkwind: Scavenger is now live and available to all subscribers! In case you have been living in Vault 101 and don&#8217;t know what Scavenger is all about, here&#8217;s a quick run-down: 1. Subscribers can create a Scavenger gang in addition to their regular gang. You switch between the two from your &#8216;My Gang&#8217; page. You [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Darkwind: Scavenger is now live and available to all subscribers!</p>
<p>In case you have been living in Vault 101 and don&#8217;t know what Scavenger is all about, here&#8217;s a quick run-down:</p>
<p>1. Subscribers can create a Scavenger gang in addition to their regular gang. You switch between the two from your &#8216;My Gang&#8217; page. You only control one at a time. You should exit and re-log into the lobby if you are there when you do a switch.<br />
2. Scavenger gangs and regular gangs cannot scout together.<br />
3. Scavenger gangs have a separate marketplace, so they can only trade with other Scavenger gangs.<br />
4. Scavenger gangs have no access to money, and therefore cannot buy or sell with NPCs.<br />
5. Town $ prizes and $ mission fees are replaced, for Scavenger gangs, with ammunition/bulk goods prizes.<br />
6. Perma-damage is much more severe, and NPCs will tend to field damaged equipment<br />
7. You need decent mechanics to fix equipment or armour. For anyone with less than a 50 skill mechanic, you&#8217;re basically limited to C armour. But the NPCs are too&#8230;<br />
8. Scavengers get a &#8216;starter pack&#8217; of ammo and bulk goods. They also get free loan cars in place of the normal rental cars.<br />
9. Food/water must be present in your lockups if you want your characters to stay healthy every Friday at the update. This is calculated at 0.7 units (rounded to the nearest whole number) of food and water per character.</p>
<p>DW: Scavenger is essentially &#8216;DW: Hardcore&#8217; and it will be used as a test-bed for new features which are too controversial for immediate launch into the &#8216;regular&#8217; game. Features tested here may, of course, be added to the regular game if they are fit for use there.</p>
<p>The majority of feedback about this idea is very positive so I&#8217;m hoping to entice back some old players with it, and I believe the overall impact will be to increase the active player-base as well as providing a safe testbed for new features for the main game.</p>
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