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In part two of our conversation with Nic Tringali, we go deeper into their development process. Design and prototyping, testing, setting victory conditions, and the delightful old-school addition to the game: the manual.
00:00:00 - Theme - how did the look come together? Concept of cathedrals stretching through time.
00:04:20 - Worldbuilding, problems with history
00:07:00 - Dramatic play, victory conditions. Surviving to tell a story, rather than survival as an inherently interesting goal.
00:17:40 - Development: transitioning from John Wick: Hex and Arcsmith, managing stress.
00:26:17 - Design and prototyping, planning features, play testing, development timeline
00:41:10 - The manual: The Banished Vault has an accompanying manual in the old style, the kind that used to ship with every game. What was the thinking behind this?
00:51:48 - Where to find Nic
In part two of our conversation with Nic Tringali, we go deeper into their development process. Design and prototyping, testing, setting victory conditions, and the delightful old-school addition to the game: the manual.
00:00:00 - Theme - how did the look come together? Concept of cathedrals stretching through time.
00:04:20 - Worldbuilding, problems with history
00:07:00 - Dramatic play, victory conditions. Surviving to tell a story, rather than survival as an inherently interesting goal.
00:17:40 - Development: transitioning from John Wick: Hex and Arcsmith, managing stress.
00:26:17 - Design and prototyping, planning features, play testing, development timeline
00:41:10 - The manual: The Banished Vault has an accompanying manual in the old style, the kind that used to ship with every game. What was the thinking behind this?
00:51:48 - Where to find Nic