Interview – War For The Overworld
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War For The Overworld is a new isometric, real time dungeon strategy game by Subterranean Games. A Kickstarter funded project, the game may seem like a very familiar one but this group of super fans are working to make a new game that is better than the one that drew them towards the project in the first place. Sean spoke with Josh Bishop, the CEO and Creative Director of Subterranean Games in Shoreditch, London to find out more.
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How hard is it going to be for people not to call it Dungeon Keeper HD? You’ve got a lot of inspiration from a lot previous games that are very good and you seem to have brought that well in to this game. How have you come about that?
To be perfectly honest, that’s what we set out to do. We started as a group of fans of Dungeon Keeper on a Dungeon Keeper fan site and there hadn’t been a Dungeon Keeper game released in 10 or so years when we first wanted to do this. We liked it so we thought let’s do this.
![[It's hard to tell if it's a dungeon or a night club. They're the same thing though... Right?]](https://i0.wp.com/www.thegamejar.com/wp-content/uploads/2015/02/wftoint3-300x300.jpg)
[It’s hard to tell if it’s a dungeon or a night club. They’re the same thing though… Right?]
A lot of people say things like “holes in the market” but there hasn’t really been any dungeon games or building games in this vein for a while. That must have been quite an attractive proposition for the community when you started your Kickstarter and getting everything together.
Kickstarter certainly has seen a big surge in games like this. In the past two or three years there’s been a lot in those genres that hasn’t really existed for the past ten years and suddenly it’s all come back. Which is cool because we love those games. So we’re happy.
And you’re managing to do it on a PC platform rather than having to bastardise it for any kind of mobile platform or anything else. Which must be quite good as a programmer.
Yes. It is nice. PC first always. PC, Mac and Linux.
How did you go in to the design process for this because obviously you had a pretty good inspirational template?
We’ve all been playing Dungeon Keeper for a very long time. We know what we like about it and what we don’t like about it. We’ve played plenty of other games that are similar to it, other God games and other RTS games. So for the longest time we’ve thought” Dungeon Keeper would be so much better if… this.” And that’s where we started. We use that as our ground work and we went through and anything we felt could be improved upon, we improved upon it. We didn’t start somewhere else, we started there and we didn’t want to change things for the sake of changing things. We wanted to improve.
It’s going to be very hard for people to disassociate the two games as they are very similar, despite the time difference, but this is a very different that’s almost an homage. You’ve got Richard Ridings for the voice narrator, you’ve got the stylistic choices in the way the game operates and in the humour… How difficult was it for you to separate and create your game?
It wasn’t too difficult. We wanted to build on the gameplay that had been laid out. We weren’t really looking to copy from a stylistic standpoint, legally and because it’s dated. From an artistic standpoint we started with the gameplay and followed from there from the ground up. So the visuals more than anything is where we differentiate at face value. The deeper you go, there are quite a few mechanical differences like the tech tree.
![[Excuse me, Dungeon Master, but I didn't order the "Flaming Prince"]](https://i0.wp.com/www.thegamejar.com/wp-content/uploads/2015/02/wftoint2-300x300.jpg)
[Excuse me, Dungeon Master, but I didn’t order the “Flaming Prince”]
A lot of God games can give you those kind of options on a plate, so the tech tree allows more strategy to be involved.
That’s because we wanted it to work in multiplayer. Traditionally God games aren’t multiplayer things so it’s kind of ok to just give people everything in a sandbox. But we wanted to bring that RTS angle in to it so there’s some sort of strategic choice and so it can work in multiplayer.
Quick fire questions. Favourite Minion:
The Chunder
Favourite room:
The Arena, that’s pretty cool. The Crypt also looks pretty cool.
I just saw The Archive and that looked cool. Especially close up when you’ve possessed someone, looking at the book and the writing on it. How much attention to detail do you pay to the little quirks and humours touches that people may not necessarily notice?
Quite a lot, the thing with this over other RTS and other top down games, is that they don’t have a first person view. We do. So we have to design everything from a birds eye and a first person perspective. We’ve had to keep things relatively efficient so the character models aren’t as high poly as you might see in other things but we scale that quite a lot. But the texture are made at a high resolution so if your PC can handle that then you can go and look at how cool it is. We did have a play with an Oculous Rift just to try it. It isn’t in the game and isn’t supported, but it did look really nice when we played around with it.
So when you’re in your remote offices, what do you do to get to your inner evil designing mode? Do you put on some thrash metal and sacrifice goats at an alter?
We all have cats on spinning chairs so we can turn around with crazy laughter.
![[In the Tavern you'll find your minions getting hilariously drunk, talking about the time they were extras in Labyrinth.]](https://i0.wp.com/www.thegamejar.com/wp-content/uploads/2015/02/wftoint1-300x300.jpg)
[In the Tavern you’ll find your minions getting hilariously drunk, talking about the time they were extras in Labyrinth.]
You have to have a sense of humour to work on a game like this though, right?
I guess it’s different from person to person. I know our writer can zone out for days before he comes back. Sometimes people communicate a lot, it’s quite a varied bunch of people we have. I don’t know if there are any teams that operate entirely remotely that are our size. There’s 15 of us from Australia, Hong Kong, Russia, to Europe and the US, all the way around the world.
So that goes to show that there is a worldwide desire and demand for games like these?
Especially in Germany. Germany is such a huge market for this type of game.
Where do you see yourself post-release with the game, as you’re all community based so you know what kind of things the community would expect?
There’s a couple of things we’re already planning. Firstly there’s the early adopter bonus so anyone who buys it in the first month of release will get the first DLC for free. We’re doing that as an alternative to pre-order bonuses as we still want people to buy the game early and at full price but we don’t want people to commit to it without seeing a review or whatever. And we don’t want to feel like there’s content being held back for people who don’t pre-order the game. We’re hoping that’ll be out in June but we aren’t great with deadlines. The second is the flex goal content. So during the Kickstarter campaign we had our milestones and for every one after our main goals, we were going to allow our backers to vote on what content they wanted. That vote is still going so we’ll see what content will be next.
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War For The Overworld is due to be released on April 2nd 2015 for PC, Mac and Linux.
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