Bellwright Avoids One of the Town Management Genre’s Biggest Problems

At present, Bellwright is Donkey Crew’s second attempt at creating a survival game, following their earlier project, Last Oasis. Although it won’t be an MMO like its predecessor, Bellwright shares a similar grand vision. Initially starting as a single individual with fundamental survival requirements, Bellwright players gradually amass followers, each with unique needs but also the capacity to contribute. From a simple camp to a village and eventually a town, the game follows players as they expand their influence while encountering new challenges along the way.

Games possessing a distinct management-growth dynamic frequently encounter a shared predicament: beyond a certain stage, players might struggle to maintain connections with the characters they oversee. As the game’s scale expands with the player’s elevated status, it can transition into something resembling a Real-Time Strategy (RTS) title. Game Rant interviewed Florian “chadz” Hoffreither, project lead of Bellwright, and Sergii “serr” Greben, the lead gameplay developer, about strategies employed by their team to address this issue that has also challenged their favorite games.

Bellwright Keeps Its Focus Grounded

Hoffreither referenced the 1998 game “Battlezone” as an early instance where this particular issue emerged. In “Battlezone”, players initially controlled their own vehicle, then a group of units, eventually transitioning to a bird’s-eye strategic view. Although it offers a refreshing break, this transition might detach players from the immediate action and the tension present during the smaller-scale stages of the game, according to Hoffreither.

In 1998, there was a game called Battlezone that I adored—until the point it switched to a satellite view. For me, this change disrupted the immersive experience. It seemed like an economical solution, and all the atmosphere the game had created simply vanished.

I was adamant about avoiding such an occurrence in our game. I continually reminded our designers to steer clear of that pitfall and instead, question not just the simplest way to convey this to the player, but rather, consider what fosters the sensation of truly being on the ground, of actually ruling among one’s people?

Among the countless games I’ve played, there’s one timeless gem that unfortunately repeated an age-old blunder. For me, it was a no-brainer: always preserve that tangible connection. You shouldn’t be hovering over your troops; instead, you should be strolling down their streets, engaging in conversations with them—living side by side, not observing from above.

As a gamer immersed in the world of Bellwright, I’ve noticed that the game keeps me firmly rooted in my character’s shoes. Even as my empire expands, I remain the same vulnerable adventurer I was at the start. The tasks I can accomplish are mostly through maps and menus, yet the sense of vulnerability never fades. Moreover, just like every other inhabitant of this realm, I’m constantly caught up in the cycle of meeting my basic needs – food, equipment, you name it. It’s a relentless loop that keeps me hooked and engaged!

Bellwright Is Inspired by Mount & Blade, but Learned from It

Hoffreither specifically highlighted the renowned “Mount & Blade” series, and Greben disclosed that “Bellwright” pays tribute to it in numerous aspects. There are certainly similarities between “Bellwright” and “Mount & Blade,” but the latter can sometimes struggle under the magnitude of its content. To create something comparable without falling into the same trap was a significant endeavor, as Hoffreither explains: this was indeed a formidable task.

From the outset, we discussed whether our idea was feasible – could we integrate aspects similar to Mount & Blade: Warband or Bannerlord into an uninterrupted, expansive environment? Our goal was to combine these elements seamlessly within a continuously flowing, open-world landscape.

The issue isn’t solely about technical feasibility; it also involves intricate game design considerations. For instance, we experienced numerous revisions solely focusing on the space between villages. Initially, you could exit one village and bump into another straightaway. In other cases, you wouldn’t see the next village until 15 minutes had passed, even though it was visible on the horizon.

Additionally, Hoffreither highlighted that creating open-world games like these involves addressing issues that players might consider self-evident, such as the distance between settlements, resource allocation across the map, and the strategic placement of points of interest. However, he emphasized that finding these solutions isn’t always straightforward; it requires continuous effort, refinement, and often doesn’t present itself as obvious.

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2025-04-13 16:25