Wednesday, November 19, 2008
Interview: Indinera Falls of Aldorlea Games
Rampant Games recently (like, uh, yesterday) added Aldorlea Games' flagship commercial RPG, Laxius Force, to our line-up of great indie roleplaying games. It was a combination of a great indie title, and designer / producer Indinera Falls doing some great promotion work. I was surprised to find that while this was his first commercial-grade project, it was far from his first RPG. Indinera is a prolific and seasoned veteran from the trenches of freeware development using RPG Maker.
I managed to corner him (which was quite a challenge, since I'm in Utah and he's out in France) and ask him some questions about Laxius Force, previous and coming games, and his perspective as an indie game developer. I especially enjoyed his perspective as a hobbyist turned pro.
Rampant Coyote: Let's start at the top with an introduction! Who is Indinera Falls? What games have inspired you? If you had a fire-breathing monkey, what would you name it?
Indinera: Hi, I'm known as my nickname Indinera Falls and I am an indie developer of old-school RPG. My productions focus on detailed characters and great replay value along with strong storylines. As a result of many years of developing games I'm also the webmaster of two websites, LaxiusForce.com which is the official site for my latest trilogy (first part out now!) and aldorlea.com where I promote my own work and other games in the RPG and Adventure genre.
I have been particularly inspired by two distinct eras and style: the 16-bits console RPG (Final Fantasy, Phantasy Star, Breath of Fire etc.) and the mid' 90 era of PC RPG (Might & Magic 6, Daggerfall etc.). My own games are at the crossroads of those two styles. I take great inspiration from the "Golden Age" of gaming and I've never forgotten this period when games had fascination gameplay and enthralling stories. Now I am able to bring the essence and strength of those types of games to my new creations.
I never had a fire-breathing monkey but I remember, long ago, trying to catch the notorious three-headed monkey of Monkey Island.
Rampant Coyote: So what got you started making indie RPGs? What was the inspiration for the Laxius series? And what came first, Aldorlea Games, or Laxius Power?
Indinera: I'd always been interested in making RPGs. I used to create them on sheets of paper, drawing the characters and the battlefield in a tactical style like Shining Force. My family and friends would play them and drive my ambition even more, so this passion has been there a long time.When I discovered what great tools there to make your own RPG, I immediately jumped on the chance. For me, it was such a fantastic find and with my drive and perseverance along with my love of storytelling it set me off on a journey I have thoroughly enjoyed.
The Laxius series is obviously inspired from my own tastes: I like games to be challenging, exciting, full of secrets and unexpected events. Games that flow too constantly tend to bore me.
As it happens, Laxius Power came way before Aldorlea Games having been created in 2001 while Aldorlea Games was set up in 2008 as the publishing house of Laxius Force, my latest game.
Rampant Coyote: Laxius Force is actually your sixth RPG. What have you learned from your previous Laxius games, and your non-Laxius title, Blades of Heaven?
Indinera: I've learned a lot of things. I always want to push my skill levels in making games, I'm driven to improve each time on what I believe are already great games. My many years experience now in game making are shown in the maps, stories, events and all other aspects. Game making isn't something that should stand still or stagnate and I have enjoyed the continual push to give the players a great game experience.
Rampant Coyote: How long did it take you to create Laxius Force, and how many people were involved in its development besides yourself?
Indinera: Laxius Force took about two years and involved the skilled Zeriab as a scripter and talented Vince as an artist. Both these people are very helpful, great at what they do and great members of a team to work with. Although Part 1 has been released two other parts are also going into production and much work during the 2 years was on building the basis and structure for the following episodes to come.
It is only fair to also mention Karks who is my sole, and outstanding, beta tester of the newly released game.
Rampant Coyote: So what can you tell us about the story in Laxius Force? And how do you make a story with something like 15 different characters work in an RPG?
Indinera: Laxius Force is a story of passion, danger and adventure. You are following the tale of a young couple, Random and Sarah. These characters are heroes of the past, resting now after after the trials and heartaches of past confrontations and dangers. The tale starts as you join them in their days of quiet happiness, but that does not last long - they decide to go back into civilization, little knowing how their paths and that of evil are once again about to meet and how they are heading towards become entangled with the acts of the most dangerous and dark secret cult organization around.
I believe you can introduce as many characters as you want as long as you actually take the time to properly introduce them and that they have their place in the story. Each character must have an history, a reason to join, and something that needs to be said. With a detailed story it's not really a problem of making them fit, it's more about making them all memorable and enabling the player to connect with them.
I believe Laxius Force develops unique characters that are far from the usual RPG clichés of how they should be.
Rampant Coyote: Do you plot out the story for several games in advance, or do you start fresh with each game and try to decide where to take the world and the characters next?
Indinera: For the Laxius saga the story was plotted out since the very start of creation in 2001. Originally it existed in a total of nine parts and with each game release the story unfolds and I am a step closer to sharing the extent of the tale with the player.
This story has been part of my life for many years now and so I am never slowed down wondering what to do next. I know what is to come and I know what I aim to achieve in each game release.
Rampant Coyote: What do you think makes Laxius Force stand out as a game?
Indinera: Laxius Force has many strengths - the unique characters, the detail of the plot and overall depth of the game. It's one of the longest games out there, and one of the richest as well - it is full of secret places, items, characters. Huge efforts were made to hide many things making exploration and detailed play so very rewarding.Rampant Coyote: So what's next in the series? I understand you already working on the sequel, and have a third one planned. What should players who enjoyed Laxius Force expect from the next games?
Indinera: They should expect all that they liked, plus even more features, twists, secrets and A LOT of plot development. The war against the Order takes on a new dimension in part 2, and faces of evil never seen in the saga before will be introduced. Also Laxius Force Part 2 will be introducing Luciana and her party - Luci is one of the players' favorite characters of the past episodes so her introduction will bring anticipation and the game will be a lot of fun!
Rampant Coyote: Are there any secrets or "goodies" you'd like to reveal here for players to find in Laxius Force?
Indinera: Well...
Maybe you will get to play characters you hadn't expected to..I'm not going to tell you who! Old friends may be there to be found, new and interesting characters are there for you to see how they develop add that to over 500 Easter Eggs where only a hand full of people know all and you will see there is an entire game of secrets and goodies - just pay attentions and explore!
Rampant Coyote: What are the biggest challenges you've had to overcome developing indie role-playing games?
Indinera: The polishing and debugging of games are always the hardest parts. Both happen at the end of the development and you are usually exhausted yet keen to get the game out to the players - so you need to be thorough and keep going. Debugging isn't the most exciting of tasks and it is very repetitive but it is a very important stage to get the game ready for play.
Rampant Coyote: Do you have any pther wisdom would you impart to other prospective indie RPG designers?
Indinera: I think it's important to know your story from beginning to end, work on your game daily even if you don't feel like it and stay focused on it. I would recommend that you try and make a game that you personally like as that is the best way to transmit your passion to others who have the same.
Also, keep in mind the latest stages of development are the hardest, both mentally and physically, but should not be rushed.
Rampant Coyote: Any final thoughts?
Indinera: Just to thank you for this interview and giving me interesting questions to respond to. I hope people reading have enjoyed it and just to remind that as well as the games we have a fantastic community at LaxiusForce.org so please visit us, you will be made welcome!
Enjoyed the article? Be sure and download Laxius Force and give the free demo a try:
Download Laxius Force
Have fun!
(Vaguely) related interviews with other indie RPG developers:
* Amanda Fitch of Amaranth Games
* Georgina Bensley of Hanako Games
* Jason Compton of Planewalker Games
* Steven Peeler of Soldak Entertainment
.
Labels: Indie Evangelism, Interviews, Roleplaying Games
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One thing that really turns me off is the verticalness of the graphics. Isometric is one thing, but this fake '3D' or fake isometric on the 90o just.. IRKS me and looks totally wrong on the eyes.
eg: http://www.rpgfan.com/pics/laxiusforce/ss-004.jpg
It also has the usual 'tiered' scenery that RPGMaker games love so much to have for some generic reason
http://perso.monaco377.com/t_king/website/images/laxiusforce07.JPG
I need to block an hour or two on the weekend to try and play it. I dont expect much, RPGMaker and cookier cutter and synonyms and produce a lot of junk, BUT there is always a good one or two, just gotta find it.
The few screenshots on the homepage and on rpgfan dont do much to pursuade me that its not a generic RPGMaker production.
Which much be one of the hardest things to overcome for an indie developer who relies on tools such as this (build vs buy is always a factor in any development), to try and differentiate from every other RPGMaker production.
A good story is always a good story, so I look forward (despite my misgivings) to playing it and hope to actually enjoy it!
eg: http://www.rpgfan.com/pics/laxiusforce/ss-004.jpg
It also has the usual 'tiered' scenery that RPGMaker games love so much to have for some generic reason
http://perso.monaco377.com/t_king/website/images/laxiusforce07.JPG
I need to block an hour or two on the weekend to try and play it. I dont expect much, RPGMaker and cookier cutter and synonyms and produce a lot of junk, BUT there is always a good one or two, just gotta find it.
The few screenshots on the homepage and on rpgfan dont do much to pursuade me that its not a generic RPGMaker production.
Which much be one of the hardest things to overcome for an indie developer who relies on tools such as this (build vs buy is always a factor in any development), to try and differentiate from every other RPGMaker production.
A good story is always a good story, so I look forward (despite my misgivings) to playing it and hope to actually enjoy it!
I actually like this perspective as it reminds me of the classic RPG Moebius.
IIRC, it didn't have different height levels, though, and RPGMaker apparently only uses them as "visual design" and for making barriers or do I err on that?
By this I mean: Can the player step *behind* a structure and/or rotate the screen in 90 degree steps to view what is behind it?
There could be some great opportunities like hidden enemies, doors, ladders, loot etc...
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IIRC, it didn't have different height levels, though, and RPGMaker apparently only uses them as "visual design" and for making barriers or do I err on that?
By this I mean: Can the player step *behind* a structure and/or rotate the screen in 90 degree steps to view what is behind it?
There could be some great opportunities like hidden enemies, doors, ladders, loot etc...
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