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Epic Tavern - Rule the Land from your Tavern!

Created by Richie Bisso

Epic Tavern: The first management-RPG where you rule the land from your Tavern. Recruit heroes, send them on quests, reap the rewards!

Latest Updates from Our Project:

Tavern Scrawl #30: Dev Update, and Interview with Richie Bisso!
over 9 years ago – Wed, Oct 12, 2016 at 08:34:12 PM

Dev Update  

You want updates - we got em!! Did you know that we stream three times a week on our Twitch channel? We give you all our updates and answer your questions, all while developing live. We also like to talk to you during the week through our Discord channel! Here is an update from our Lead Programmer, Memige Den Adel, from yesterday’s Discord chat:

 

How do you become a part of our Discord chat? It’s easy - download Discord (best gaming chat ever!), come join us on our Twitch streams, and ask us to provide you an invite link to our Discord!  

TwitchTV schedule:  

Mondays - Design @ 4p PST w/ Sarah or Eric  

Wednesdays - Engineering @ 4p PST w/ Memige or Jack  

Fridays - Art @ 1p PST w/ Gabby or Kate  

Surprise Casts w/ Rich, Dave, or Tomo**  

*Subject to change due to timey wimey things.  

**The head honchos will pop in each week to play games and chat about Epic Tavern!  

Here is a clip from Monday’s stream when Tomo talked about character design:

 

This week, we finally get to talk to our mastermind behind it all - Richie Bisso, our President/CTO, and the creator and project leader for Epic Tavern!  

We saw on your YouTube video “How We Got Into Gaming” that you got your start playing video games when your grandfather rented an Atari 2600 when you were a kid. Since you got exposure early on, when exactly was the moment you knew you were going to make games for a living?  

Richie: It's funny, I've been drawing and designing concepts for games since I was three or four, but I really didn't even think about games development existing as a career until I was about to graduate college. There weren't really any game schools (that I knew of) back then, and the barriers to entry seemed (and were) ridiculously high. It was actually my childhood friend and Epic Tavern Lead Designer Eric, along with our other friend Kenzie, who called me up a week or two before I graduated from Georgetown and said, “Hey, man… we're going to move out to Los Angeles to try to get into games. You should come!” I'd never even considered it as an option until that point, so my mind was kind of blown wide open to the possibilities. That's when I knew. I immediately hopped on a plane, didn't even hang up the phone.  

So the most popular question - How did Epic Tavern come about? We like to think that it was over a beer or two!  

Richie: A while back, I was going through a period where I was working like a madman, and wasn't really making time to play any games. This bummed me out, so I started thinking about how cool it'd be to have a game that would allow me to do light management of groups of adventurers and would send me the narrative results of those adventures, so I could read them while waiting for the bus, etc. That idea percolated for a while and came back up when we seriously started thinking about working on our own internal project. Since so many epic adventures start at a Tavern, it seemed a natural setting, full of potential and promise. The game, as we began to envision it, seemed an obvious fit for our company's passion for deep systems design, sense of humor, and love of partying and adventure. In a lot of ways, it feels like making this game is just uncovering truths about life as developers at Hyperkinetic.

Also, there may well have been beers involved, but anyone who knows Hyperkinetic should know that we are a whiskey studio, first and foremost :)  

This game is an RPG, as well as a management game. Throughout its development, has the game sided with one more than the other? Or has it been 50/50 consistently?

Richie: Good question. From a mechanics and progression point of view, I'd say that the lines of distinction really start to blur when you're talking about management games and RPGs. Any great management game will tie in a fundamentally sound progression mechanic for the elements that you're managing, right? Consider, for instance, the new XCOM series: you're managing these folks and your base, but they're all progressing in a very RPG-like manner, and you're falling in love with them and their stories. As far as the action, we decided to forego in-depth display of “RPG-style combat” for a number of reasons, primarily because we wanted to model *all* the action that makes a pen-and-paper RPG session so great, which is so much more than just fight after fight after fight-- the sneaking, the fast-talking, the romancing, the cleverness-- any of the almost infinite ways you can deal with the challenges you face in a storytelling situation. Our system handles all that, handles it with many teams of adventurers at once, and the story is so much deeper, richer, and more personalized because of it. Whether a character is a bloodthirsty barbarian or a sage inclined toward mathematics, everyone will have their opportunity to shine and to help you succeed on quests, or to fail miserably and give you quite a laugh before you mercilessly cut them from your roster.  

As the project leader, you are trusting the creative teams to produce the vision that you have for the game. What challenges come with that?  

Richie: Well, I mean, the first thing that helps me out is that I've been working in games long enough to know that I don't have all the answers. In fact, I find that I'm right way less often than I find other people surprise and delight me with ways of achieving our goals that I never imagined. So, rather than trying to control every little thing, I try to focus on setting those goals, which allows us to achieve the dream we all have of what Epic Tavern could be.  

Outside of that, we're a small team, so our time needs to be spent wisely. I try to keep my finger on the pulse of the game as a whole and redirect effort as truths emerge about where focus is needed, and as elements reach a level of quality that achieves our goals. Probably the biggest challenge therein is to anticipate what the game needs to be great, and when any given part has become good enough to do its job to our standards. All this mixed in with laying the groundwork to collaborate effectively with our players in determining the direction of the game in Early Access. Which is gonna be badass.  

In the YouTube video “Spirit of Hyperkinetic”, yourself, Tomo, and Dave speak very fondly of the team. Everyone you hired are people you know and are friends with. With that said, how does that enhance the production of Epic Tavern?  

Richie: Well, it helps a whole heck of a lot with that last question. These are people I know, respect, and trust… and that know, respect, and trust me. They know I 100% have their back while they're working hard for us, and that I'll do whatever is necessary to make it so they can work their magic as effectively as possible.  

On a very personal level, I really love every single person on our team and it is my dream to have a number of things happen for them: 1) That they can practice their art in a way that gives them maximum creative license within the constraints of our goals and our team. 2) That they are able to drink deeply from the rewards our successes may yield, and be shielded insofar as is possible from our failures. And 3) That, while working with us, they have the best working experience of their entire lives, learning and growing, not just as game developers, but as people.  

You had mentioned that you are an avid Kickstarter supporter. What are some of the recent projects that you have backed?  

Richie: Oh, I love Kickstarter!!!!! The latest project I backed is from a New Zealand-based dev team and it's called Goblins of Elderstone… it's a fantasy management game that looks like it's going to be awesome. Definitely worth supporting. Check it out!

  

Follow us on our social media accounts for updates and more!  

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From everyone here at the Tavern,  

CHEERS!

Tavern Scrawl #29: Story time with Graham and Sarah
over 9 years ago – Sat, Oct 08, 2016 at 12:41:02 AM

Last update, we interviewed one of our writers, Graham Robertson, who gave us great insight on what it’s like to write for video games. We thought it would be great to follow up by sharing one of his tales that is currently used in-game!  

Sarah Blandy, our Production Coordinator and member of the design team, loves being able to read our writer’s tales every day while implementing.  

“Knowing how each piece of the data is extracted and placed into the UI is quite exciting! The writers are amazing - each with their own unique take on the land of Beor. While reading, I get to imagine what is happening, as if reading a book - the smells, the tastes, the people, the humor - it all paints a picture while I work. Then, seeing it in play in the game, takes it to a new level.”  

She wanted to paint a scene for you as she see reads one of Graham’s quests: “Forcing Inspiration”. Sarah adds her take on Graham’s quest:  

Sarah: While in your tavern, the light off of the crackling fire dances on the walls as you listen to your patrons conversate and laugh (or perhaps even cry) about the day’s adventures. A mug slams down on a table top, foamy liquid cascading over the rim. You think to yourself, ‘I must restock my Dwarfenbock Brew before next week. All I need is a lead for a new quest…’  

Without even a moment passing, you hear a nearby Dwarf speak as he winces in pain, clutching his wrapped up wrist.  

Graham: "I was hired to paint a family portrait for a merchant, but I broke my wrist trying out cubism. Does anyone here know anything about painting?"

 

Sarah: You proceed to tell the Dwarf that you have some friends who think could help him with his troubles. Delighted, he tells you all of the information that you need. He says that the family lives in a...  

Graham: “Distinctly new money mansion.”  

Sarah: ...sounds like you could be stocking up on Dwarfenbock brew sooner than you think! You give the patron a drink on the house in exchange for his generosity.  

 

Sarah: The next morning, you wake before the golden sliver of the sun peeks over the hill nearby. You wake your adventurers from their slumber, and convince them to take on this task. Groans were expected, but not the boot that grazed your face. Knowing it’s a hard bargain this early, you sweeten the deal by promising a share of the profits, and some drinks on the house. They suit up and head out, well-rested and ready to embark. “Just paint the merchant’s portrait, it’ll be fine!” you shout to them as they march into the distance.

 

Graham: The heroes arrive at the merchant's house, where his family has been stuffed into their nicest clothes. Posed, they wait for the adventurers to begin painting.  

Sarah: The party needs 30 to succeed. They roll 57! Success!

 

Graham: Shura splashes some paint on in his best imitation of painting. It sort of resembles the family, at least when squinting. "Very...bold. Modern," the merchant says, handing over the fee.  

Sarah: Quest Success!

 

Graham: The adventurers bold new take on portraiture: namely, splashing paint on the canvas at random, somehow impressed the merchant. He called it modern, which probably meant he was too intimidated to admit he hated it.  

Sarah: The doors to your tavern swing open, the force of the wind almost blowing out the fire. The adventurers finally arrive back at the tavern, jolly and ready to drink. As the proud party passes you, the Orc hunter places a large pouch of gold into your hands.

 

Or……….  

Graham: The heroes arrive at the merchant's house, where his family has been stuffed into their nicest clothes. Posed, they wait for the adventurers to begin painting.  

Sarah: The party needs a 27 to succeed. You roll a 25. Failed!

 

Graham: Grognak holds his thumb out near the easel, one eye closed. He stays like this for a full five minutes, then admits he doesn't know how to paint.  

Sarah: Quest Failed! 

 

Graham: The family portrait turned out looking more like a still life. If the fruit were all rotten and misshapen, that is. The heroes were not paid for their time.  

Sarah: The adventurers arrive quietly back to the tavern. “Well?” you ask, overlooking their long faces.

 

Sarah: While they didn’t have anything to show for their efforts, you sigh and realize that not all “battles” can be won. Or drawn for that matter. You give them a warm meal to lift their spirits. After all, they are your friends, and they agreed to try. And try again they will!

 

Sarah: End scene!...err, turn!  

 

Want week-by-week updates on Epic Tavern? Join us on our Twitch stream!  

Mondays - Design @ 4p PST w/ Mark or Eric  

Wednesdays - Engineering @ 4p PST w/ Memige or Jack  

Fridays - Art @ 1p PST w/ Gabby or Kate  

Surprise Casts w/ Rich, Dave, or Tomo**  

*Subject to change due to timey wimey things.  

**The head honchos will pop in each week to play games and chat about Epic Tavern!  

We are also on Discord - join us on our broadcasts and ask us for the link to our Discord! 

Are you also following us on our social media accounts?  

Twitter  

Facebook  

Instagram  

YouTube  

 

From everyone here at the Tavern,  

CHEERS!

Tavern Scrawl #28: The Writing of Epic Tavern
over 9 years ago – Sat, Oct 01, 2016 at 12:10:54 AM

The adventures. The stories. The memories. The next quest. These are the things that your tavern patrons will share with each other over a pint, and all over the land of Beor. To bring this amazing world and all its detail to life, our team of writers are bringing the magic, fantasy, wonder, and humor in full force! 

This week, we interviewed one of our game writers, Graham Robertson, known for his top-notch writing, which can be seen in the hit rpgs Steve Jackson's Sorcery! 3 and 4. 

The team is somewhat jealous that you live in beautiful Scotland. Does living there among the sheep give you a creative edge? 

Graham: Scotland rules, and everyone should live here. I think because I'm a writer rather than a game designer, working remotely, especially in a small town by the sea, is a good fit. My job involves lots of self-discipline and staring out the window. Living in a place where I can go for long walks and not get distracted by co-workers is the right fit. 

Looking at your past, it seems you've always wanted to be a writer. Did you ever imagine that you would be writing in the video game world, or was that always the goal? 

Graham: It didn't actually occur to me until fairly late. I was moaning to my wife about the lack of writing jobs out there. Fretting about potentially trying for TV, something like that. While complaining, I was also playing Skyrim or something. She looked up and said "Well, someone wrote this, didn't they?" 

I actually think this is a good thing. Many writers in the industry have come from game design or journalism, but I think a pure fiction writing background has given me a different perspective, and a more refined skill set, that allows me to own my specialization. 

What are some of the ways Epic Tavern is designed that allows writers flexibility to express themselves and different ideals? 

Graham: The bite-sized nature of the quests makes a lot of sense, for both the players and us writers. Players don't want to absorb mounds of text in a game, it's just not the right format. More short quests makes for more button clicking and such. At the same time, shorter quests means I can try out ideas with far lower risk. I can take chances on different approaches, or an idea that wouldn't support a longer format. The tone of the game helps with that too. Having things a bit silly by default means I can chuck things at the wall as long as they're funny. The atmosphere of the writing room is a bit freewheeling, with everyone jumping between about five different ideas at once. So the weirder stuff is getting through, which I like. 

You're definitely working with others in a collaborative atmosphere. I know you all talk daily on Discord as well. With that being said, have the others' writing styles influenced any of your narrative content? 

Graham: I think humor is by far the hardest style to self-evaluate. I just hit a point, usually around mid-afternoon, where I can no longer tell what's funny. So having collaborators is invaluable with the tone we're aiming for in this game. Conversations like "Is 'lightly stabbed' funnier than "gently stabbed'?" are usually happening. We act as each other's readers and sounding boards, so our different senses of humor are mixing and clashing. 

 Specifically, it's interesting the three writers on Epic Tavern are at different career stages. Rei, our intern, is just starting out, Chris is quite experienced (ancient, actually, practically on his deathbed - right Chris?), and if you squint I'm kind of in the middle. So even though we're not as tightly collaborative as some projects - we aren't rewriting each other's stuff very much - the different voices creep through in how we approach problems, and even in the areas where we get stuck. 

What are your thoughts on managing a narrative inside a procedural storytelling experience? 

Graham: The hardest part of game writing is balancing the pacing of a good story with the agency of the player. I'm supposed to say it's a bold new frontier of narrative and so forth, which it is! But in terms of the day to day, it's also a huge challenge. Procedural makes that even harder, because I don't know how my bits of content are going to be consumed. A joke which might be funny to someone who's just starting out might be stale to someone who's been playing for thirty hours. I try to think of procedural narrative as a book of short stories, rather than a novel. The individual quests, while also possessing individual narrative arcs, should add up not to a single story, but rather a meaningful impression of the world and its characters. 

Thanks so much to Graham for taking the time to share his thoughts, and for all the great stories! Definitely check out the Sorcery! series, available in various formats, including mobile. 

 

Want to see the team work on Epic Tavern? Join us on our Twitch stream! Here’s a little taste of what you’ll find there: 

 

Mondays - Design @ 4p PST w/ Mark or Eric 

 Wednesdays - Engineering @ 4p PST w/ Memige or Jack 

 Fridays - Art @ 1p PST w/ Gabby or Kate 

 Surprise Casts w/ Rich, Dave, or Tomo** 

*Subject to change due to timey wimey things. 

 **The head honchos will pop in each week to play games and chat about Epic Tavern! 

We are also on Discord - join us on our broadcasts and ask us for the link to our Discord! 

Are you also following us on our social media accounts? 

 Twitter 

 Facebook 

 Instagram 

 YouTube 

 

From everyone here at the Tavern, 

CHEERS!

Tavern Scrawl #27: FAQ and time with Tomo!
over 9 years ago – Tue, Sep 13, 2016 at 10:41:06 PM

FAQ!

@DavidAked asked, “Pretty please, can we have an update? Any estimates? Even 'a few more weeks' or 'expect end sept -early oct' anything. Please. Pretty please? Sugar on top? With an orc?” 

 We answered, “We can't wait to get your greasy mitts on our game, @David! In all honesty, we're working our butts off getting it ready, and we're not going to release it until we feel it's 100% indicative of our hopes and dreams for it. We are, of course, wanting to put it out as soon as humanly possible, so y'all can get your mitts on it and start giving us feedback, but it's gotta be to the point where it makes sense to do so. 

THAT BEING SAID, one of the ways you can get a head start on giving us feedback on the game is by dropping in on our Twitch stream, where we will be live-streaming development whenever we can. The address is https://www.twitch.tv/epictavern , and we aim to keep a pretty regular schedule on there. You can see the game as it is being built and make friends with us, too. If you follow, it'll tell you when we're going live! 

 And also... know that we are always keeping our KS family in mind, so you never know when we might come out with something special for y'all. <3” 

We very much want to lock down a date for you all. As soon as we can do that, you will be the first to know. We are currently working on improving systems in the game, squashing bugs, and ensuring that we deliver on what we promised you! :)

Game Dev News

This week, we wrangled our design director, Yoshitomo (Tomo) Moriwaki to ask him some questions!  

The team talks often about how you’re not only the most intelligent person in the office, but perhaps the universe. What are your thoughts on that?  

Tomo: Intelligence is a buzzword with too many ingrained connotations. “Most intelligent in what way?” might leave less room for bad interpretations. It is definitely my job to resolve the details of the player’s experience and that often demands a lot thinking. So I end up having more hours in the headspace of the game. There’s a lot of abstraction involved in game design. I think it sounds smarter than it is.  

Can you give us some insight as far as the day-in-the-life of an Epic Tavern Game Designer?  

Tomo: It changes a great deal from day to day. There is a fair amount of responding to questions about as yet undiscovered edge cases that haven’t been addressed. There is a lot of playing the game and reassessing our current plans looking ahead for unexpected roadblocks or elements of the game that aren’t going to turn out the way we expected. And, sometimes it’s sadly sitting conceptually blocked trying to resolve conflicts between the specific implementation methods of one system and another.  

A lot of people think that being a game designer is just the creative aspects - writing stories, naming characters...but it’s definitely much more than that at an indie studio. Can you maybe elaborate for us?  

Tomo: More often than not being a game designer has little to do with those kinds of creative aspects. Game design is basically about shaping the perspective of the user, offering options, then delivering consequences. It is more often than not expressed via technical work to interpret the experience we want to create into logic or at least numbers.  

What were some games that gave you (or are currently giving you) inspiration for the design of Epic Tavern?  

Tomo: Dungeon Village, Recettear, A Dark Room, Fallen London, Sanctuary RPG, World of Warcraft follower gameplay, Football Manager, and Animal Crossing.  

Interesting! Since you have your finger on the pulse of the development of the game, give us the scoop - when will the game be released for EA (or, dare I say, pre-alpha? A girl can dream.)?  

Tomo: We are working hard to get it ready for early access as soon as possible. We hope to get on early access by mid October. We will keep you all updated as our date becomes more clear.

We look very forward to it!

 

Want to see Tomo and the rest of the team work on Epic Tavern? Join us on our Twitch stream!  

Mondays - Design @ 4p PST w/ Mark or Eric  

Wednesdays - Engineering @ 4p PST w/ Memige or Jack  

Fridays - Art @ 1p PST w/ Gabby or Kate  

Surprise Casts w/ Rich, Dave, or Tomo**  

*Subject to change due to timey wimey things.  

**The head honchos will pop in each week to play games and chat about Epic Tavern!

We are also on Discord - join us on our broadcasts and ask us for the link to our Discord! Are you also following us on our social media accounts? 

Twitter 

Facebook

Instagram

YouTube 

 

From everyone here at the Tavern, 

 CHEERS! 

Tavern Scrawl #26: Game Dev Updates and Interview with Dave!
over 9 years ago – Thu, Aug 18, 2016 at 04:12:38 PM

Campaign Update  

Thank you Kickstarter and Paypal backers for sharing our project with your friends! Your contributions have us currently at $69,902. Tricksie Elves are just within reach at $80K!  

 

We had an FAQ asked and answered last week - read the questions and answers here! Please do not hesitate in asking us questions - we love hearing from you!

Game Dev Update  

This week we are spending some time with Dave Padilla, Co-Founder and CEO of Hyperkinetic Studios!  

Hello Dave! So - what are you working on this week?  

Dave: A little bit of everything: production, administrative, and QA duties on multiple projects, including Epic Tavern!

Busy busy! So we know that you have years of experience developing games for AAA game companies - bringing us to today, what has been the biggest difference in developing a game for an indie studio as opposed to a large game company?  

Dave: One of the biggest differences is the level of responsibility that you have over the game. It’s a lot easier (and faster) to see the end result for the work that I am putting into Epic Tavern. On larger projects, you’re usually a cog in the wheel so you have a hard time seeing how your work is going to turn out.  

What is your favorite part of the development process?  

Dave: I’m drawn to projects with various moving pieces, and my involvement usually means that I’m finding a way to tie everything together. That was one of the biggest draws for me when I decided to get into production: helping to grease the wheels for the team, and to ensure that everyone has what they need to get a project out the door.  

What moment do you think ultimately led to Epic Tavern being the studio’s first internal project?  

Dave: We knew we had something special when we started talking to various industry colleagues at GDC and Casual Connect last year. The level of enthusiasm and interest that we generated while fine tuning our vision allowed us to maintain a high level of excitement throughout that process. I can’t pinpoint the exact discussion that led us to pursue it, but I do know that, as a team, we knew that this was the title we wanted as our first original title.  

What excites you most about delivering Epic Tavern?  

Dave: Honestly, it will be when I can congratulate the team on a job well done!  

 

Want to see Dave and the rest of the team work on Epic Tavern? Join us on our Twitch stream!  

Mondays - Design @ 4p PST w/ Mark or Eric  

Wednesdays - Engineering @ 4p PST w/ Memige or Jack  

Fridays - Art @ 1p PST w/ Gabby or Kate  

Surprise Casts w/ Rich, Dave, or Tomo**  

*Subject to change due to timey wimey things.  

**The head honchos will pop in each week to play games and chat about Epic Tavern!  

We are also on Discord - join us on our broadcasts and ask us for the link to our Discord! 

Are you also following us on our social media accounts?  

Twitter  

Facebook  

Instagram  

YouTube  

 

From everyone here at the Tavern,  

CHEERS!