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	<title>The Indie Mine &#187; Chain</title>
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		<title>Wimbus Studios and Chain: Preview and Interview</title>
		<link>http://theindiemine.com/wimbus-studios-chain-preview-interview/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=wimbus-studios-chain-preview-interview</link>
		<comments>http://theindiemine.com/wimbus-studios-chain-preview-interview/#comments</comments>
		<pubDate>Fri, 15 Jun 2012 10:39:29 +0000</pubDate>
		<dc:creator><![CDATA[Alan Charlesworth]]></dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming Interviews]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Chain]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[preview]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[spotlight]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[xbox live indie games]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://theindiemine.com/?p=4234</guid>
		<description><![CDATA[Keep your eye on this indie RPG. It's going places.]]></description>
				<content:encoded><![CDATA[<p><a href="http://theindiemine.com/wimbus-studios-chain-preview-interview/wimbus-logo/" rel="attachment wp-att-4235"><img class="wp-image-4235 alignleft" src="http://theindiemine.com/wp-content/uploads/2012/06/Wimbus-logo.png" alt="" width="186" height="157" /></a>There haven’t been many truly good RPGs on Xbox Live Indie Games. Many have made the attempt but fallen flat thanks to their ambition exceeding their skills, with only the odd gem such as Zeboyd Games’ <em>Cthulhu Saves the World</em> or Chaosoft’s <em>EvilQuest</em> standing out as competent. Creating a carefully balanced, in-depth game experience with engaging characters, a compelling plot and an immersive world is quite the Herculean task, but Wimbus Studios are the next to step up with their planned 2013 release of <em>Chain</em>.</p>
<p style="text-align: left;">Though it’s still in the early days, the trailer for <em>Chain</em> bodes well. The character designs are distinctive and Wimbus Studios waste no time in establishing an equally distinctive tone, with a <em>Pale Rider</em>-esque grizzled priest administering blunt force justice to a clown. Whether or not that sight makes you chuckle, it’s clear that Wimbus have a clear idea of where they’re going with this game. Even now, with the game not set to release until next year, the character designs and sense of humour set <em>Chain</em> apart.</p>
<p>Of course, these elements alone don’t make a good game, and the key to it all will be how well Wimbus manage to handle their RPG’s gameplay. Wimbus lay claim to a unique and deep character development system, which could make all the difference in ensuring <em>Chain</em> lives up to its early promise. Regardless, it looks like the core component of any good game is already present and correct here: fun. Whatever else <em>Chain </em>may bring to the table it already has a sense of fun, and that gives it a head start against the competition. If you like your RPGs to have a dose of character, keep your eye on this one. It might be going places.</p>
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<p>Wimbus&#8217; Steve Sefchick took some time out from the studio&#8217;s busy RPG-creation schedule to field a few of The Indie Mine&#8217;s most probing queries.</p>
<div><strong><span style="font-family: arial,helvetica,sans-serif;">Introduce us to Wimbus Studios! Who are you? What was the studio&#8217;s origin?</span></strong></div>
<div><strong><span style="font-family: arial,helvetica,sans-serif;"><br />
</span></strong></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">Wimbus Studios is a 4-piece development team out of the South Jersey/Philadelphia area. The team is composed of Rebecca Mount (art), Mike Williams (audio), Bristow (game design/writing), and myself (Steve Sefchick, programmer). We all met in college and studied the same Game Design program, but we didn&#8217;t actually form this team and start making games together until YEARS after we&#8217;ve graduated! Fate kind of brought us together again and we&#8217;ve been working on this game for almost two years now! That&#8217;s the story so far!</span></em></div>
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<div><strong><span style="font-family: arial,helvetica,sans-serif;">Any RPG that uses colourful 2D visuals and turn-based battles will be compared to certain classic games, but what are your influences? Are there particular games that inspired you in the way you approached <em>Chain?</em></span></strong></div>
<div></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">The funny thing about this question is that it would change depending on who you ask! We all grew up with classic RPGs, and we certainly all have favorites, so our influences are all across the board! I think games that inspired gameplay the </span>most <span style="color: #222222;">were probably classics like </span></span></em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">Final Fantasy VI<em>,</em> Earthbound</span></span><em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">, and </span></span></em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">Chrono Trigger</span></span><em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">.</span></span></em></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;"><br />
As for approaching how we developed </span></span></em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">Chain</span></span><em><span style="font-family: arial,helvetica,sans-serif;"><span style="color: #222222;">, we were forced to look at a lot of games objectively. We picked a lot of features and design elements that borrowed from some of our favorites, while tailoring them to how the game plays. One of the combat features in our game is the ability to team up with other party members to perform devastating attacks. Sound familiar? What we wanted to do for our game in particular, however, was to make it so that these attacks were that much more climactic and made it so you had to build up a &#8220;Combo Bar&#8221; to perform them. The higher you&#8217;ve built up this Combo Bar, the more allies you can include in the attack and the more damaging the skill is. </span></span></em></div>
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<div><strong><span style="font-family: arial,helvetica,sans-serif;">Are you big indie game players yourselves? Any favourites?</span></strong></div>
<div></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">Absolutely! Indie is where it&#8217;s at! Some of our favorites are </span></em><span style="font-family: arial,helvetica,sans-serif;">Binding of Isaac</span><em><span style="font-family: arial,helvetica,sans-serif;">, </span></em><span style="font-family: arial,helvetica,sans-serif;">Castle Crashers</span><em><span style="font-family: arial,helvetica,sans-serif;"> and </span></em><span style="font-family: arial,helvetica,sans-serif;">Breath of Death VII</span><em><span style="font-family: arial,helvetica,sans-serif;">.</span></em></div>
<div style="padding-left: 30px;"></div>
<div><strong><span style="font-family: arial,helvetica,sans-serif;">What made you decide to make use of the Xbox Live Indie Games channel for <em>Chain</em>’s distribution? How are you getting on with Microsoft’s XNA development tools?</span></strong></div>
<div></div>
<div style="padding-left: 30px;"><em><span style="color: #222222; font-family: arial,helvetica,sans-serif;">The biggest decision was accessibility. I had already developed a full game for XBLIG and several other prototypes, so since XNA was already a familiar language to me it just made sense. That being said &#8211; we don&#8217;t plan to be exclusively XBLIG long term, and with luck you&#8217;ll see us on Steam in the future!</span></em></div>
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<div style="padding-left: 30px;"><em><span style="color: #222222; font-family: arial,helvetica,sans-serif;">The tools themselves are great. As a programmer, XNA has been downright </span></em><span style="color: #222222; font-family: arial,helvetica,sans-serif;">delightful </span><em><span style="color: #222222; font-family: arial,helvetica,sans-serif;">to work with and we haven&#8217;t really run into a single roadblock due to the platform.</span></em></div>
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<div style="padding-left: 30px;">
<div style="padding-left: 30px;"><a href="http://theindiemine.com/wimbus-studios-chain-preview-interview/chain-1/" rel="attachment wp-att-4236"><img class="wp-image-4236 aligncenter" src="http://theindiemine.com/wp-content/uploads/2012/06/Chain-1.png" alt="" width="438" height="218" /></a></div>
</div>
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<div><strong><span style="font-family: arial,helvetica,sans-serif;">We see a few playable characters in the trailer, including the stern-looking Father Fury and the quite literally faceless Joel. Do you feel that distinctive characters are important to a game?</span></strong></div>
<div></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">One of the reasons that we focused so heavily on introducing the characters in the trailer is our dedication and focus to those characters. We use a four-character structure, so these four will make up your party the entirety of the game but as the game progresses you&#8217;ll learn much more than just their personalities. In fact, the story itself is driven by the character&#8217;s motivations, goals, and actions rather than an overarching plot.</span></em></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;"><br />
One more thing that we wanted to drive home more than anything is how differently these characters played in combat. </span></em><span style="font-family: arial,helvetica,sans-serif;">Chain</span><em><span style="font-family: arial,helvetica,sans-serif;"> uses a class-based system, and each character has access to 6 different unique classes. So with 24 total classes, we wanted them all to be very specific to the character, while being able to compliment each other. Some of the longest and hardest development drives have been based around the brainstorming and decisions for these classes and the skills related to them.</span></em></div>
<div></div>
<div><span style="font-family: arial,helvetica,sans-serif;"><strong>How did <em>Chain</em>&#8216;s creation begin? Did you set out to make an RPG and go from there, or did the plot, the characters or the setting come before that?</strong></span></div>
<div style="padding-left: 30px;"><span style="font-family: arial,helvetica,sans-serif;"><strong></strong><br />
<em>Before the team formed I had written what would essentially become Joel&#8217;s origin story, and had already started programming the basics of an RPG. Bristow became interested, and started writing up some characters, settings, and basically putting some quality around what I had put together. I remember jokingly saying to him, &#8220;Oh, all we need is an artist and a composer and we&#8217;re set!&#8221; VERY shortly after saying that he had reached out to Mike and Rebecca for their interest, and the rest is history!</em></span></div>
<div style="padding-left: 30px;"></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">So I guess to answer your question we certainly have always wanted to make an RPG, but beyond that all of the creative direction has been very nontraditional &#8211; but that&#8217;s how we like it! The entire team has input and a say in every creative decision we make, from character skills to city designs to boss fights and everything in between!</span></em></div>
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<div><a href="http://theindiemine.com/wimbus-studios-chain-preview-interview/chain-3/" rel="attachment wp-att-4249"><img class=" wp-image-4249 aligncenter" src="http://theindiemine.com/wp-content/uploads/2012/06/Chain-3.png" alt="" width="445" height="223" /></a></div>
<div></div>
<div><strong><span style="font-family: arial,helvetica,sans-serif;">It’s often been said that the indie development community is very supportive, but there have also been some horror stories of apathy and elitism. Have you had much involvement with other developers? If so, how have you found it? Or if not, what was behind that decision?</span></strong></div>
<div></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">Both fortunately and unfortunately, not really. We&#8217;ve kept the game as a whole relatively quiet, and it wasn&#8217;t until the last month that we revealed the trailer and started becoming a lot more social about the game. This was intentional, we wanted to come to the table with something to show&#8230;it just took us a long time to get here!</span></em></div>
<div><strong><span style="font-family: arial,helvetica,sans-serif;"><br />
</span></strong></div>
<div><span style="font-family: arial,helvetica,sans-serif;"><strong>Has working on <em>Chain</em> taught you anything that you’d like to share with other hopeful developers?</strong></span></div>
<div style="padding-left: 30px;"><span style="font-family: arial,helvetica,sans-serif;"><strong></strong><br />
<em>1- Have fun!  If you&#8217;re not having fun&#8230;you&#8217;re doing it wrong!</em></span></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">2- Team arguments happen. When they do &#8211; it&#8217;s not a big deal!</span></em></div>
<div style="padding-left: 30px;"><em><span style="font-family: arial,helvetica,sans-serif;">3- Don&#8217;t be afraid to show others what you&#8217;ve done! Get people playing your game!</span></em></div>
<div><strong><span style="font-family: arial,helvetica,sans-serif;"><br />
</span></strong></div>
<div><span style="font-family: arial,helvetica,sans-serif;"><strong>Do you have anything planned for after <em>Chain</em> hits the virtual shelves? Any future projects?</strong></span></div>
<div style="padding-left: 30px;"><span style="font-family: arial,helvetica,sans-serif;"><strong></strong><br />
<em>Not yet! It looks like we&#8217;ll still have our hands full with </em>Chain<em> for a while &#8211; but trust me when I say we&#8217;ve got ideas!</em></span></div>
<p>&nbsp;</p>
<p><em>Chain</em> by Wimbus Studios is planned to release in 2013 on Xbox Live Indie Games. Watch out for updates at Wimbus Studios&#8217; <a href="http://www.wimbusstudios.com/">website</a>, and check their <a href="http://www.youtube.com/user/WimbusStudios">YouTube channel</a> for the latest trailer.</p>
<p style='text-align:left'>&copy; 2012, <a href='http://theindiemine.com'>The Indie Mine</a>. All rights reserved. </p>
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