{"id":15044,"date":"2011-10-26T09:19:00","date_gmt":"2011-10-26T07:19:00","guid":{"rendered":""},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T22:00:00","slug":"interview-desktop-dungeons-creator-rodain-joubert","status":"publish","type":"post","link":"https:\/\/mygaming.co.za\/news\/features\/15044-interview-desktop-dungeons-creator-rodain-joubert","title":{"rendered":"Interview: Desktop Dungeons creator Rodain Joubert"},"content":{"rendered":"<p>If you haven&#8217;t heard of Desktop Dungeons yet, then where have you been?<\/p>\n<p>South African games making it big on a global scale is the kind of news we wish we heard more of; Desktop Dungeons from indie devs, QCF Design, is one of those success stories.<\/p>\n<p>Desktop Dungeons started off as the brainchild of Rodain Joubert on the Game.Dev forums &#8211; the home-base for the local indie game-development community.<\/p>\n<p>Even back then, within the community, the game was a bona fide hit &#8211; with almost everyone who played it getting nabbed up by the addictive dungeon crawling time-sink.<\/p>\n<p>After joining Danny Day and Marc Luck at QCF Design, the team applied a whole lot of spit and polish &#8211; refining and designing Desktop Dungeons into the game that won the Excellence in Design Award at the 13th annual Independent Games Festival (IGF).<\/p>\n<p>We here at MyGaming not only got to experience Desktop Dungeons in its early days, but we also got to witness it bloom and boom into something huge &#8211; sort of like watching the neighbour&#8217;s kid get famous.<\/p>\n<p>We were also fortunate enough to load up the beta, and have none other than Monsieur Joubert himself walk us through the motions &#8211; and answer our random questions.<\/p>\n<p><strong>MyGaming: For the record, sir, please state your name, address, credit card details and bank PIN &#8211; or, you know, who you are and what you do.<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Oh ho ho! I am more internet savvy than that, sir! I am Rodain Joubert, and I liek mak gaem. I currently work for QCF Design, a small indie outfit based in Cape Town. Since January 2010, I&#8217;ve been working on various incarnations of the Desktop Dungeons project.<\/p>\n<p><strong>MyGaming: Whew, glad we got all the formal stuff out the way.<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> I could be more formal. I could introduce myself as Rodain PIERRE Joubert &#8211; You see that sh*t? That&#8217;s a middle name, b*tches!<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_dungeon_840215061.jpg\" border=\"0\" width=\"600\" height=\"450\" \/><\/p>\n<p><strong>MyGaming: Now, I&#8217;m currently playing Desktop Dungeons as we speak (type) and I think it&#8217;s pretty darn dandy to have the FATHER OF ALL GOATS right here to talk me through some stuff &#8211; speaking of which, what&#8217;s up with the goats?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> One of the major inspirations for the creation and evolution of Desktop Dungeons was Crawl &#8211; perhaps one of the bestest-best Roguelike games in existence. Now, Crawl has this little enemy thing called a yak (and several variants, including the dreaded Death Yak). Within a menagerie of foul and fantastic monsters &#8211; including golems, demons, and sentient plant-people &#8211; the game decided to throw yaks at us.<\/p>\n<p>Quite unapologetically, too.<\/p>\n<p>The in-game &#8220;detail&#8221; description for the enemy is simply &#8220;A common dungeon yak&#8221;. So of course, Desktop Dungeons being the sort of game it is, it absolutely HAD to include some innocuous animal of its own; I think goats just felt like the best option, given their tendency to get everywhere and eat everything.<\/p>\n<p>This is probably going to be my most detailed answer in the entire interview, I feel quite strongly about goats.<\/p>\n<p><strong>MyGaming: You could have just said &#8220;I was bitten by a goat once&#8221;<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Also, I was bitten by a goat once.<\/p>\n<p><strong>MyGaming: Haha! So, I&#8217;ve already hit into quite a snag here on one of the dungeons. On my FOURTH try (and note this is pretty early on) &#8211; I&#8217;ve managed to defeat the evil level 10 wraith. It was quite a battle; so I rush downstairs to save the Dwarf. But he wants a potion. I kind of used my potions up. And have no money for a new one. This makes me sad.<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> That&#8217;s a halfling, mister \ud83d\ude00 Don&#8217;t worry though, he&#8217;ll be back. He likes to whine about impending death, but he&#8217;ll basically be there until you find it in your heart to liquor him up.<\/p>\n<p><strong>MyGaming: So basically I can&#8217;t finish the level until I give him a potion? Even though I have no way to get one &#8211; so I have to restart?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Nope, most things that happen in sub-dungeons tend to be independent of the level goal &#8211; The game has evolved a lot, but your basic aims in any given dungeon tend to be the same: kill the damn boss. Some dungeons will throw multiple bosses at you; others will be like &#8220;oh well done you just killed the bo- HAHA NO PSYCH!!!; while others will have you running along weird obstacle courses, strange gladiator arenas and mid-level situations which may impede access to the boss in NEW AND EXCITING WAYS.<\/p>\n<p>But you basically gotta kill the boss.<\/p>\n<p>Though as you get further on in the game, old dungeons WILL provide new unlocks and challenges. Stuff like &#8220;defeat the boss WITHOUT A BEARD&#8221; or, er, something.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_guild_hall_839856127.jpg\" border=\"0\" width=\"600\" height=\"450\" \/><\/p>\n<p><strong>MyGaming: You see, I was side-tracked by &#8220;the plot&#8221;; I thought the dw- er HALFLING was important &#8211; is there an actual plot going on here? Or are the witty musings between levels simply there to give controlled access to new features?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> There&#8217;s a loose plot, of sorts. Basic progression eventually emerges once you unlock what we call the &#8220;cardinal dungeons&#8221;: sets of dungeons in four basic themed directions which each form their own basic story. Although people seem to like the writing in Desktop Dungeons, actual narrative doesn&#8217;t have as much focus.<\/p>\n<p>The closest we got to that in the alpha was a &#8220;campaign&#8221; of three dungeons in a row linked to each other with a generic stories about elves hating baddies and fighting them and stuff. And because progression quickly becomes non-linear, it&#8217;s more difficult to promote the idea of a single &#8220;big bad&#8221; that the player fights &#8220;at the end of the game&#8221;.<\/p>\n<p>But we want to go up the wazoo with game lore, extras and interesting enrichment scenarios, mostly throwing them into sub-dungeons so that people know they&#8217;re optional experiences.<\/p>\n<p><strong>MyGaming: The game has changed a LOT from when I last saw it. Most people don&#8217;t know about the early beginnings on the Dev.Mag forums at NAG &#8211; what was the evolution like in terms of what you started with and what you added next? <\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> It was a delightfully fluid and, er, &#8220;organic&#8221; sorta thing. Kinda like &#8220;hey, I slapped this game up with just some bare-bones features&#8221; and people are all like &#8220;OOOOH DO THIS STUFF&#8221; and I&#8217;m like &#8220;YA THAT SOUNDS COOL&#8221; and just end up throwing in new crap willy-nilly.<\/p>\n<p>It wasn&#8217;t always disciplined or balanced, but it was such a lot of raw fun on top of a concept that people already found raw fun that I think it basically just worked out anyway. All sorts of wacky ideas were tried out, and it&#8217;s kinda surprising how many of them lasted until this very day &#8230; a lot of the core classes, for example, have survived without any tweaks to their behaviour at all.<\/p>\n<p>Evolution slowed down after a point, of course, because the base of the game was coded rather clumsily and without much room for change and the entire game was basically bursting its seams before we switched to Unity.<\/p>\n<p><strong>MyGaming: I just died again<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Yeah, that happens. A lot. Some players want to die less for some reason, so we&#8217;re definitely looking at that, but Desktop Dungeons will definitely never become an &#8220;easy&#8221; game.<\/p>\n<p>Unless you&#8217;re one of those dicks who manages to complete literally impossible challenges like, 2 seconds after the game update and casually say &#8220;done!&#8221; on the forums afterwards.<\/p>\n<p><strong>MyGaming: Clearly difficulty is a big part of the game design &#8211; but not in the brutal way that, say Demon&#8217;s Souls gives it out to you. Hmmm, I kind of find that dying a lot makes me try a different approach &#8211; I guess that&#8217;s the whole idea?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Yeah, Desktop Dungeons FORCES you to understand the game properly and actually dive into its complexity; there&#8217;s a lot of other detailed and interesting and well-designed games out there (a lot of them actually quite superior), but a lot of the skill can be lost on the player base because when a monster shrivels up just from being tapped by a dagger, players are never required to pay attention, or get creative, or dive into the emergent complexity of a system.<\/p>\n<p>By dying and being forced to become invested, players create a better game experience FOR THEMSELVES.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_death_292479345.jpg\" border=\"0\" width=\"600\" height=\"449\" \/><\/p>\n<p><strong>MyGaming: I do find that I&#8217;m not using the magic glyphs so much &#8211; is that because the Warrior class is sort of a &#8220;beginners-do-all-solution&#8221; character?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> If you find you&#8217;re not using the glyphs, and you find that you&#8217;re dying like you are, for example &#8230; time to get creative with them glyphs, ey? \ud83d\ude1b<\/p>\n<p><strong>MyGaming: &#8230;touch&eacute;. Did you ever expect DD to get so popular? I mean surely you guys have some big corporation after you, trying to buy you up and have you make game-to-movie adaptations?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Dude, we get all sorts of offers &#8211; not all of them amazing, but I guess you kinda just have to develop some sifting skizzles at this stage in the bizzles. And of course we fly off to a bunch of the regular events like IGF, E3 and most recently IndieCade &#8211; FOR MUCH REWARD AND PRAISE.<\/p>\n<p>And then there&#8217;s the frequent offers of &#8220;hey, can we be the guys publishing your game on THIS platform?&#8221;<\/p>\n<p><strong>MyGaming: So do you feel like a bona fide (internet) celebrity? Can I touch you?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> You cannot touch me. This is the internet. Touching is actually impossible &#8211; the closest you get is fingerprints on your monitor and a feeling of emptiness.<\/p>\n<p><strong>MyGaming: But you dress so well! You were recently named best-dressed Indie developer by the MyGaming editorial team (Congratulations, by the way, the award is in the mail) &#8211; where do you get your fashion inspiration from?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> People ask me if I dress like that for the PR. The answer is no. I always dress well. Always. At least by my definition. I have a new purple top that one of my friends say is &#8220;loud&#8221; but, well, screw her opinion.<\/p>\n<p>I think my fingernails are currently painted pink, too. Actually, I don&#8217;t think, I KNOW &#8211; I have them right here.<\/p>\n<p><strong>MyGaming: I&#8217;m sure it looks fabulous! Speaking of: the game&#8217;s also come a long way, graphically &#8211; who did all the preeeetty pictures?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Various artists, by this stage. Though if you&#8217;re asking about the character graphics and AWESOME portraits in particular, that&#8217;s a mysterious dude in Canada who goes by the name of Lurk, online. Nobody knows much about him: he occasionally drops amazing stuff in random places, then disappears in a puff of smoke.<\/p>\n<p>Conveying that puff of smoke on the Internet is a work of art in itself.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_map_528604287.jpg\" border=\"0\" width=\"600\" height=\"450\" \/><\/p>\n<p><strong>MyGaming: I&#8217;ve had that happen before, but that had to do with Eskom and power surges. The game is still in beta, yes? <\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Yep \ud83d\ude42<\/p>\n<p><strong>MyGaming: When is the full release gonna happen?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Umm, was supposed to be November, but I think we&#8217;re gonna fall prey to that thing that happens to literally everyone else in the industry. We Thought for a moment we were special.<\/p>\n<p><strong>MyGaming: Ah, you mean you&#8217;re trying to circumvent the gazillion dollar big-budget titles that are litterally waving their [Yoink!] in our faces? So no real ETA yet? What are you guys working on in the mean time? Might I suggest a huge GAME OVER screen that openly mocks you when you die?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Oooh, not a bad idea &#8211; after all, players may spend a considerable amount of time there.<\/p>\n<p>Right now, we&#8217;re looking to push for some level of content-completion, then we&#8217;ll move onto REMOVING some of that content all over again, tightening up what still exists afterwards and &#8212; something I think people will be pleased to hear &#8212; reworking that horrible, hateful, sinful Kingdom interface.<\/p>\n<p>I notice you haven&#8217;t mentioned anything about it yet, you&#8217;re very kind<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_kingdom_835995481.jpg\" border=\"0\" width=\"600\" height=\"450\" \/><\/p>\n<p><strong>MyGaming: That&#8217;s probably because I didn&#8217;t really notice anything that wrong with it. But now that you&#8217;ve brought it up &#8211; what are people hating about it?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Well, for a start, dungeon setup is a lot more complex, so there&#8217;s the matter of streamlining that &#8211; character, dungeon, preparation selection and whatnot &#8211; but also, we promised an intuitive graphical interface for all of this stuff and, well, we haven&#8217;t got the graphics yet.<\/p>\n<p>So right now there&#8217;s mostly buttons sitting around on the screen, there&#8217;s no spatial or visual logic, and although it&#8217;s a serviceable system once you understand it, the learning curve is a teensy bit steep.<\/p>\n<p><strong>MyGaming: Hmmm, I guess that&#8217;s a fair assessment, but then again, I&#8217;ve just rummaged through the <a href=\"http:\/\/mygaming.co.za\/news\/features\/15012-The-Pirate-Kart-NSFW-and-WTF-embodied.html\" target=\"_self\" title=\"Pirate Kart\">Pirate Kart<\/a>, and 86% of that (estimate) is purely incomprehensible, so this is great in comparison. I did notice the puzzle mode floating about the kingdom. That provided a fair bit of added challenge; it almost felt like an expanded tutorial; is that the idea you were aiming for?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Yep, puzzles are fantastically primed to reinforce game concepts and help players exercise creativity within geared environments. Ideally, once you&#8217;ve learned to overcome the puzzles, you&#8217;ll actually become a BETTER DD player \ud83d\ude42<\/p>\n<p>But we have to hold out on those for a while until we&#8217;re more sure about the balance of the core game, since changing stats and figures would screw with some puzzles quite horribly &#8211; but more packs will make an appearance later.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/desktop_dungeons_puzzles_563357690.jpg\" border=\"0\" width=\"600\" height=\"449\" \/><\/p>\n<p><strong>MyGaming: Oh! That reminds me; I recently got an iPad 2, and funnily enough DD was the first thing to spring to mind. Okay, I lie; the first thing to spring to mind was OMFG AN IPAD 2 I AM AWESOME NOW &#8211; but DD did cross my mind. Are you guys looking to get onto other platforms?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Oh yeah, we get that question a lot. A LOT. In fact, I&#8217;m still surprised that people are asking this question, we&#8217;re becoming increasingly suspicious that we&#8217;re really really really just not advertising in any of the right places.<\/p>\n<p>Basically, we&#8217;re going to go to every platform that the Unity compiler will allow &#8211; including Christmas pudding, if the latest patch irons out some of the conversion issues.<\/p>\n<p><strong>MyGaming: So, the obvious question: what comes next for you guys? After DD goes live, what will your next project be? Or are you going to focus on DD and expansion for a while?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Forseeable future is release of DD, followed by platform-hopping, maybe followed by additional content, followed by a couple of months spent cooling down and prototyping awesome new games on yachts.<\/p>\n<p><strong>MyGaming: Are you going to have a huge launch party? Am I invited? I promise to keep most of my clothes on.<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Oh yeah, totally. We&#8217;re installing stripper poles just for the party. Better still, we can use them afterwards to pretend we&#8217;re firemen. Or Batman.<\/p>\n<p><strong>MyGaming: I don&#8217;t think Batman uses poles &#8211; unless those Batman and Robin rumours are true! Heyoooo! On that note, let me say thank you, Rodain Joubert, for taking the time to help a DD n00b through this awesome, awesome game. It&#8217;s kind of tough not to be biased, having seen it come from its humble beginnings back in the day &#8211; to this pretty global addiction, but bravo, sir, bravo!<\/strong><\/p>\n<p><strong>Any closing statements?<\/strong><\/p>\n<p><span style=\"text-decoration: underline;\">Rodain:<\/span> Remember, kids: always aim for the high-XP kills &#8211; and beware the goat!<\/p>\n<p><span style=\"font-size: small;\"><a href=\"http:\/\/mygaming.co.za\/forum\/showthread.php\/19532-MyGaming-interview-with-Desktop-Dungeons-creator-Rodain-Joubert\" target=\"_self\" title=\"Interview: Rodain Joubert, Desktop Dungeons creator\"><strong>Interview: Rodain Joubert, Desktop Dungeons creator<\/strong><\/a> &lt;&lt; Comments and views<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Gameplay tips, fashion and the evil of goats as told by QCF Design&#039;s Desktop Dungeons creator, Rodain Joubert.<\/p>\n","protected":false},"author":167,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_sma_x_autopost_enabled":true,"_sma_x_custom_text":"","_sma_x_autopost_status":"idle","_sma_x_autopost_error":"","_sma_x_post_id":"","_sma_x_attempts":0,"footnotes":""},"categories":[20],"tags":[],"class_list":["post-15044","post","type-post","status-publish","format-standard","hentry","category-features"],"_links":{"self":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/15044","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/users\/167"}],"replies":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/comments?post=15044"}],"version-history":[{"count":0,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/15044\/revisions"}],"wp:attachment":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/media?parent=15044"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/categories?post=15044"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/tags?post=15044"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}