Citizen Sleeper 2 Wants You To Fail Your Way To A Better Story

Before diving into Citizen Sleeper 2: Starward Vector, I had a chat with developer Gareth Damian Martin about his return to the dice-driven RPG realm post-Baldur’s Gate 3 and how this sequel keeps things engaging despite setbacks. In Citizen Sleeper 2, an unyielding auto-save system is implemented to prevent players from rebounding from mistakes or manipulating challenging rolls through save-scumming. As Martin eloquently stated, he’s “playing game master for a million individuals,” which entails respecting player decisions and encouraging them to press on even when the odds seem unfavorable.

In Citizen Sleeper 2, you assume the role of a sentient android, modeled after a human mind and housed in an artificial body. The narrative unfolds as your android body malfunctions, with a bounty on your head, leaving you stranded on an asteroid settlement without any immediate solutions to repair yourself or flee. You select a class to define your preferred gameplay style, then embark on your journey. As you make choices, the outcome is determined by dice rolls, which also influence your relationships with the crew you gradually recruit. Additionally, each class now comes equipped with a unique “push” ability, enabling you to potentially reroll the dice in specific situations, transforming failures into successes.

In a forthcoming release, the sequel to Citizen Sleeper, titled “Citizen Sleeper 2: Starward Vector,” is set to debut on Xbox Series X|S, Game Pass, PlayStation 5, Nintendo Switch, and PC platforms on January 31st.

1. When is the ideal time to perform a dice roll in order to create the most engaging narrative outcome for TopMob (Citizen Sleeper 2)?
2. How did you decide which player actions in Citizen Sleeper 2 should involve a random element like a dice roll, and which ones should have a predetermined outcome?

Gareth Damian Martin: Since the start, our focus has been on ensuring that players feel they have continuous choices and self-expression throughout their individual, non-dialogue actions, instead of relying heavily on dialogue for this purpose.

I enjoy contemplating various options, whether they’re minor decisions within the dice mechanic or otherwise, as it’s something I find particularly engaging. One of my primary motivations for creating a dice game was to have the freedom to weave narratives without needing to develop combat systems, work systems, or any other specific systems. With just one system in place, I can tell stories that I can conceive and envision. Therefore, I spend a significant amount of time brainstorming what could make for an intriguing tale.

In Citizen Sleeper, what appeals to me is that I can relax and think, “What exciting events unfold in this ship and crew narrative?” …This is because I am confident that my dice system will provide a mechanically engaging experience, particularly for Citizen Sleeper 2. There are also subtle, impactful decisions like, “Am I the type who hacks this door open? Am I the one who orders to break it down?”

In Citizen Sleeper 1, the narrative had a slower, more leisurely pace that extended as the story unfolded. However, in Citizen Sleeper 2, the contracts offer an exciting chance for a series of unpredictable events to unfold, each decision acting like a roll of the dice and shaping the story’s outcome. These decisions can lead to various small-scale dramas, some turning out well while others take unexpected twists. This is what I often ponder when considering the concept of ‘dice decisions’.

What’s the reason behind using a six-faced die instead of others? Is it because you prefer it? Was there an issue found during tests with a four-sided or eight-sided die?

In search of a die that’s universally recognizable and symbolizes chance and luck, most people would opt for a six-faced die (commonly known as a d6). This type of die is often associated with games of chance due to its simple design and the inherent risk it presents. For example, when you reveal two 1s on a d6, a common phrase is “snake eyes,” which signifies bad luck in many games. The straightforwardness of a six-faced die makes it an ideal tool for conveying the element of chance, particularly in games and situations where unpredictability is key.

For many people across the globe, a six-sided die, or d6, is their only experience with dice. They don’t know about any other type of die.

If those individuals were to come across a d4, they might find themselves puzzled and overwhelmed, questioning, “Which part of the polygon am I referring to? There are so many figures and numbers right now; what’s going on?” D20s have long been linked with Dungeons & Dragons, and over time, they’ve evolved into a symbol representative of the game. In my opinion, Baldur’s Gate 3 has played a significant role in reinforcing this connection between d20s and D&D in the minds of many players.

It’s fascinating to experience the progression – from launching Citizen Sleeper 1, to Baldur’s Gate 3 making an appearance, and now, the announcement of Sleeper 2. Interacting with fellow video game enthusiasts about dice has become a whole new experience. We were hesitant to label Citizen as a dice-driven RPG until quite late in our marketing campaign, but Baldur’s Gate 3 paved the way for us to feel comfortable doing so. I wouldn’t have considered this description if it wasn’t for Baldur’s Gate 3. Initially, when we released Citizen Sleeper 1, people might not have grasped the meaning behind that term.

How might one address the issue of motivating a player to persist in a solo game when there are no other players or a game master, and the consequences of poor performance can be discouraging?

How can we make a game for one person fun even if they fail sometimes, since there’s no one else playing and no game master to ease the disappointment of a bad outcome?

From a developer’s point of view, it can be significantly more challenging to create a game without manual saving options. It’s not merely an inconvenience or a luxury feature; it deeply impacts the design process. For instance, in my personal experience while playing Baldur’s Gate 3 (and I promise this is the last reference to Baldur’s Gate 3), there have been moments where I found myself in a tough battle and realized, “Oh no, I’m going to lose.” The only save point available was at the start of that fight.

If it were my game, such an issue would be a significant problem that could potentially ruin the gameplay experience. The auto-save feature would essentially be the only safety net available, necessitating careful design to account for all possible scenarios of failure in order to keep players engaged. Maintaining this balance has always been my primary concern, and it’s part of what makes me an effective Game Master. It’s similar to constantly adjusting to maintain the ideal level of tension and freedom for the players.

In Citizen Sleeper 2, where the game offers multiple difficulty levels and aims to be more challenging than its predecessor—which already presented a challenge due to the auto-save-only mechanic—I discovered that the concept of pushing your luck is particularly effective in helping players find their own balance within the spectrum of failure and success.

In Citizen Sleeper 2, tasks can fluctuate between success and failure in numerous ways. For instance, you may achieve a task, but it could cost you a substantial amount of resources. Each resource costs 15, so spending carelessly like that is a significant financial loss. Could you have completed the task quicker to save resources? Possibly. You might accomplish the task, but often there’s an additional resource option within the tasks. For example, in a dilapidated building, you can collect more scrap. However, if you do collect more scrap, that building becomes less stable and may not be safe to explore further. Alternatively, you could disregard the primary objective and focus on gathering as much scrap as possible before the building collapses, then return to base and attempt to sell it. In some cases, this approach might yield better results than completing the task safely or slowly.

In addition, since the stress system and the push system are interconnected, when a player finds their stress bar completely clear, they might think, “Why not push this cycle?” However, this initial push triggers a downward spiral. Once you accumulate one stress, more quickly follows. This situation can either make you hesitant, thinking “I won’t push because I need to be careful,” or encourage you to take risks, saying “I will push regardless.” Essentially, the player adjusts the game’s difficulty level as they progress. I enjoy providing situations that might lead the player into trouble. I believe this is a significant aspect of Citizen Sleeper design. Therefore, a key consideration during development was exploring various methods for the player to both succeed and fail. To ensure the game continues even in most scenarios, I concentrated on finding ways for the game to keep going.

In this iteration of the game, players encounter a challenging feature known as “permanent death.” This means that once a player dies in this mode, they can no longer continue playing. It’s akin to an “honor mode” style game, which I wouldn’t typically suggest for novice gamers unless they have a strong affinity for such challenges. However, I’m providing this option for those who are ready to test their skills at the highest intensity.

I don’t believe Citizen Sleeper 1 would have benefited from a permanent death mode, as it might have prematurely ended the game and not contributed to an engaging narrative. But in Citizen Sleeper 2, with its enhanced mechanics and active upgrades instead of passive ones, I could see how permanent death could add an extra layer of difficulty. However, my personal opinion is that it may not significantly improve the overall experience.

In my opinion, incorporating classical RPG roles for your characters has enhanced the mechanical aspect of the game, giving it a feel similar to Blades in the Dark, distinct from the vibe of D&D. This suggests that the game has successfully preserved its unique identity, as there aren’t many video games inspired by Blades in the Dark.

No, I’ve looked.

There are countless video games inspired by Dungeons & Dragons. We seem to be submerged in them. They’re an endless sea of games featuring health points, magic points, and other familiar elements. The idea behind creating a sequel was also to incorporate more mechanical aspects from traditional tabletop games, while still preserving the core essence.

This version aims to maintain the original meaning while using more polite and easily understandable language for a broader audience.

Does Citizen Sleeper 2 respond to the player’s fortune or choices in the game? Is there a feature that assists players who experience prolonged bad luck or repeatedly fail at understanding the game mechanics, such as rerolling dice or providing hints?

In creating a dice game, chance will play a significant role and it’s crucial that the dice are trustworthy since I believe this is also essential in a traditional board game setting. When one starts manipulating die rolls, one should perhaps ponder, “What is the point of rolling dice?” – a question that also applies when serving as a game master for tabletop games.

In the game, we guarantee fair dice rolls for everyone, but I aim to craft a captivating narrative where setbacks are intriguing and advance the plot. I made an effort from the beginning to articulate this clearly. After one of the initial major missions in the game, success leads to a significant decision about your subsequent actions. This choice can even prompt you to deliberately fail the mission for a specific reason. If you opt to fail the mission, it can lead the mission down another path. Therefore, when I present players with victory, I encourage them to ponder what triumph truly means within this segment of the story.

To put it simply, it seems that the most captivating moments during conversations usually result from a mix of achievements and setbacks, doesn’t it?

If everything goes smoothly without challenges, the game becomes monotonous. And if all circumstances are in your favor, it lacks depth and significance. Therefore, I strive to keep my game balanced in a way that provides players with pivotal moments where they take a risk or make a crucial decision, often coming close to success but ultimately achieving it. For each player of Citizen Sleeper 2, I aim for at least one such moment where their actions are decisive and the outcome uncertain, creating an experience that feels tense and meaningful. This isn’t about making the game unfair or manipulative; rather, it’s about crafting moments where the outcome hangs in the balance, as if the players are appealing to the dice gods for luck. This is my primary focus when designing the game.

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2025-01-30 01:40