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2s Josefin: Welcome everyone! We’re back with, not quite a Fireside Chat, but with a version of this
6s that we’re going to call a Walk & Talk. We’ll be doing a couple of these, though each will be
11s a little bit shorter than the previous Fireside Chats. But let’s get to it!
16s My name is Josefin and I’m a community manager etc. here at Iron Gate and I’m here with two of my colleagues
21s to talk a little bit about Valheim, and specifically about the Ashlands. Let’s start with some brief introductions,
27s who are you and what do you do? Let’s start with Jonathan, who has not been on one of these before:
33s Jonathan: Yeah, my name is Jonathan and I do a lot of different stuff – I usually call myself a tinkerer –
40s I guess I’m mainly coding, but doing a little bit of everything, talking a lot about design with Robin
46s and Andreas, and yeah. That’s me.
52s Josefin: And Robin, who are you?
53s Robin: Hello! They say I am Robin. I am a generalist, artist, art director and lead of Ashlands,
63s I guess you could say. Working together with Jonathan and Andreas, planning out the Ashlands.
73s Josefin: Indeed. But let’s get to the Ashlands essentially then. I want you to talk a little bit about
80s what actually goes into creating a Valheim biome. Like, what are the steps to create one,
86s and what do we need in total to get a complete biome?
90s Robin: Well, first you need a pinch of salt, you need two tablespoons of butter–
96s Josefin: A couple of eggs.
97s Robin: Couple of eggs. You need to break some eggs to make some biomes, yeah? [laughter]
103s There are so many things that go into making a biome that there is no clear-cut recipe, I would say. But it starts
109s with a vision. I think that it started just after Mistlands was released, it was in December, or was it? I think it was–
121s Josefin: Yeah, it was November/December, depending on if you count the Public Test or not.
126s Robin: I think this was like, one week before we went on Christmas vacation. I sat down and didn’t have much to do,
134s and I wanted to do some concept art. I had an idea of Ashlands, or what it could be, and I was thinking a lot
146s about Terminator 2: Judgement Day the movie. If we could just not go for the classic fire demons and lava golems,
162s if we could go for something like, more undead. That’s where it all started, I think.
167s Yeah, somewhere there. That’s where I actually did the concept first, I thought it would be cool
172s with an undead kinda place with fire, and yeah it just rolled on from there, I guess.
178s Josefin: Yeah, so the Charred were one of the earliest concept arts then.
181s Robin: Yes. And they were loosely based on the Terminator T-800 model, ‘cause I thought it would be cool
189s if you had like these charred skeletons just walking towards the player, not running, just like ever
197s walking towards the player, trying to catch up and kill you. But yeah, that’s where it started.
204s Jonathan: Yeah, I think–
204s Robin: Obviously we have other kinds of creatures as well, sorry Jonathan for cutting you off there–
207s Jonathan: No
207s Robin: –but we have other things there as well, but it started with the undead thing. Jonathan, please.
213s Jonathan: Yeah, I was just– I didn’t wanna cut you off either, but like, I just thought more in the general sense
218s of creating a biome, I think it’s interesting that when we create a biome– Like in one way we’re saying
224s we're gonna create a biome, but in a lot of ways it’s like a whole new, I don’t wanna say an expansion,
229s but a whole new area, which includes a lot of different ingredients. Whereas in some games a biome is more like
235s reskinning a few different things, have a new area, a little bit of new generation and stuff
239s and it can be done in a very short time, especially if it’s maybe a smaller game.
244s But for Valheim it’s really a whole lot of ingredients, working in every single area of the game,
251s not just reskinning stuff. We want to add new, interesting things, both design-wise, monsters, weapons, and everything,
260s add some new mechanics that go well with the game, but not try to re-invent everything either,
267s which is sometimes difficult because we have a lot of cool ideas and we want to think “oh this would be cool,
273s this would be cool”, but at the same time we don’t want to be building a whole new game in each biome.
279s I think it’s kind of a balance there, of how much new things should we be doing,
284s and how much should we be using the current systems that we have.
288s Robin: And–
289s Josefin: And it’s– Oh, sorry
290s Robin: Sorry
290s Josefin: No, I was gonna say, it’s not something that we can plan out straight from the start either; a lot of it is
297s very iterative in how we work: You’ll implement something and then you’ll test and then you’ll feel
302s “oh this is missing”, “we should do this”, or “this didn’t work, we need to recall that and try something
307s different instead”. Like it’s never a straightforward process, right?
311s Robin: Yes. That’s absolutely the case. And I think many times when we’re going in and looking at a new biome,
319s or creating a biome for Mistlands, even back when we were doing Plains – which was called Hearthlands before–
328s Heathlands before Early Access release. I think what happens every time is that we go back
336s and look at the Meadows to Black Forest transition, and how that works. I think that is the best version
348s of how to transition from one biome to the next. Getting a pickaxe as a tool, going into that biome,
355s looking for the resources, stumbling upon the dungeons, going into dungeons, getting the reward of surtling cores
364s and finding these new things that you can all of a sudden build that you were not anticipating.
370s So when we did Mistlands we went back and looked at the Black Forest progression, and I think that
375s when we did Ashlands we went back and looked at Black Forest to see again. But, with that said,
384s Mistlands took Black Forest and pushed it even further with the progression there, and we’ve gone
390s back to doing a little bit more Mistlands-kinda-progression with some added touches, I’d say.
397s Josefin: But the core mantra is always “What would the Black Forest do?”
400s Robin: I think so, yeah. I think it’s a perfect way to introduce a– Near perfect way to introduce
406s the player to a new, scary place and give good rewards and keep things interesting.
411s We have so many biomes in Valheim and if you just boiled them down into the core ingredients it’s
418s go in, it’s difficult, get new resource, become master of that biome, kill the boss and continue.
425s You can only do that so many times before you’re like, “ah, I think I’m done now” [laughter]
433s Josefin: You need to add something a little bit extra.
435s Robin: Yeah
436s Jonathan: I think it was kinda lucky that it worked so well, like the Meadows to the Black forest is a really–
442s We keep coming back to look at that, and that that first one worked so well was very good because–
449s I mean it’s the first one that players see and try and that that one works well is good because then they
456s actually stay in the game rather than if the first one was a bit janky and “it gets better when you get further in”,
462s then people wouldn’t even get further in because they would maybe be tired of the game already.
467s I think it’s a good, how do you say– That we go back to the first one and try to somehow make it
473s feel like the beginning of the game, so that we’re not going crazy in a lot of different directions.
478s Josefin: Indeed. But let’s move on a little bit in my list of things that I wanna talk to you about.
485s Something that we have done a bit different during the development of the Ashlands versus the Mistlands,
491s is that we’ve been showing a lot more to the community. During the Mistlands we were very secretive,
496s we didn’t show a lot, but this time we have shown enemy concepts, we have shown some weapons, we’ve shown some–
505s hinted at some of the new mechanics. And what effects do you think that this will have on our development?
513s Like does that mean that we constrain ourselves to certain things just because we have shown them,
518s or does it give us more freedom in a way? What do you feel about that?
523s Jonathan: Yeah, as you said, I think that has been the case in a few different examples where we do show things
529s and we’re not really sure about everything, but we want to share things which is fun, but then people kinda
533s make their own idea about what it is and we realise that maybe we don’t know exactly where this is going
537s and through testing and the iterative process we’re not really sure what we wanna do with this,
542s but in some ways we’ve already shown off certain things and then we feel that “we might have to cut this part,"
548s people might be disappointed about that, or “can we figure out a way to make it fit”?
553s I think it’s also fun to share things, but it also makes expectations higher in some ways; we get a lot of comments
560s and we have to consider those. It also makes people– Progress-wise they think maybe it’s gonna be done soon,
568s and we will take our time [laughter] finish it and release it when it’s good.
574s So yeah, I think there’s both good and bad sides to it.
578s Robin: I agree, there is good and bad in everything, whatever you choose to do. I believe in life needs balance,
586s everything needs balance. In Mistlands we were very secretively secret. Super secret.
592s We were the super secret agency of super secrets, and I don’t really think that was a good way to do it?
598s I’m not sure if I totally like the way that we’re doing it now, ‘cause in my mind I think we lose some of the
608s interesting jump scares that could happen, or the WTF moments that could happen, if people have already seen–
615s Josefin: Yeah there’s definitely an element of surprise that we’re not gonna get simply because we’ve shown things.
621s But we still have some things that we have a hard limit on never showing before
628s the biome is released, and the audience will not know what that is but…we know.
632s Robin: Yeah
633s Jonathan: I think there’s always gonna be a large part of players who will avoid everything and they will still
637s have these good moments. So the people who really care about it will probably not be spoiled a lot
642s and we also have those things. I do think it’s a lot more fun for us, and I think it’s important to communicate
648s with the community, especially since we have a bit longer development time between our updates,
654s so that we have a little bit more open communication and I hope that that is something
658s that has been appreciated, but I don’t know.
662s Robin: I think as long as you just go ahead and say that these things might change, could change and will change,
668s I think that’s how you safeguard rolling back some features or design choices. In the end of the day
678s I don’t think it’s always gonna be worth it, like if we have a creature that looks cool and we start creating it,
685s we have an idea or vision for it, but in game it just doesn’t work? We’ve had that case with the fallen valkyrie.
694s The fallen valkyrie has gone through so many changes that it’s been like, “okay let’s just kill her off,
700s let’s take her off the table”. But I think we’re getting into making her feel much, much better,
708s but she could have gone! And there are so many creatures that could have been in, or could have been taken out.
713s It’s always gonna be up to us, obviously, but things will change, and have to change, I think.
718s For the greater good of Valheim. I think that’s a good way to see it.
724s Josefin: Yeah. And I think that we’re going to take a little bit of a break now, because we’ve gone through some
729s of the things, and we will return for a second Walk & Talk fairly soon. Thank you for joining me today,
738s both Robin and Jonathan.
739s Jonathan: Thank you
740s Robin: Thank you