Blog
When I started to build Oath, I had a very limited sense of what I wanted the game to be like. I really can't overstate this point. Most of my other projects brim with specificity, even early in the design. Oath was different. I knew that I wanted a game to tell something like a multi-generational story and I wanted that story guided by the decisions of the players.
Despite its dense, interactive design, Vast: The Crystal Caverns scales very well across its player counts. Still, for my money, the game thrives at three or four players. At three players, each role can easily understand the capabilities of the other roles. This transparency makes for tighter, meaner games. At four players, the delicious emergent alliances have enough space to twist the players into all sorts of strange configurations
During the early stages of Root, Patrick was indispensable to the game’s development. He guided the project, establishing its ethos and its general shape. But, once development heated up after the Kickstarter was completed, he started turning his energies towards the studio’s next project, Vast: The Mysterious Manor. At this point TMM had been in development for over a year. In some respects, the design was about as far along as Root, but Patrick wanted more time with the design.