All apps and companies

App · Games

Griftlands

A card-based roguelike RPG from Klei where you fight or negotiate.

kleientertainment.com1 source3 tips

Where Griftlands comes up1 episode or test

Gcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?
In short

Klei's Griftlands runs negotiation on the same card system as combat, with cards like threaten and segue in talks and elbow strike and feint in fights. That reuse cuts the cost of writing conversations and makes talking test the same tactical skills. The risk is that talking and fighting feel alike. Lesson: reuse core mechanics for new features, but add relationship effects, like paid-off allies buffing stats, to keep them distinct. No numbers given.

At a glanceGriftlands made talking a card fight to cut writing cost
Combat
  • Health
  • Attacks
  • Defence
  • Elbow strike, feint
Negotiation
  • Resolve
  • Gambits
  • Composure
  • Threaten, segue

Same card system, so no dialogue trees to write

From Mark Brown on Griftlands

What was said about Griftlands

  • Griftlands built negotiation from its card combat to cut writing cost. Talking uses a card deck like fighting: resolve works like health, gambits like attacks, composure as defence, and arguments act like shields for your resolve and sometimes buff your attacks. Negotiation cards include threaten and segue, while combat uses elbow strike and feint.

    Gambits can be diplomatic or hostile. Mark Brown argues one good conversation needs thoughtful writing, interdependent dialogue trees, voice acting and motion capture, costing more than an army of cannon fodder goons, so the abstract system spares writers from building dialogue trees. Klei says a chat then needs "the same design skills and workload as punching them in the nuts."

  • Reusing combat mechanics makes talking test tactics, not social skill. Because both modes run on card play, conversation tests the same tactical and strategic skills as combat rather than reading people. In Mark Brown's words, "combat and conversation end up feeling pretty similar."

    The upside is that talking no longer skips gameplay the way a bare speech check does; it becomes a choice of which type of gameplay fits your character or how you want to play.

  • Relationships carry into negotiations: allies and bribed characters buff your stats. In Griftlands, people who like you, or whom you have paid off, buff your stats during negotiations.

    Mark Brown points to this as an early form of a web of relationships, where kindness to a character's best friend would raise your odds with them, in contrast to most games limiting you to one conversation with one person.

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips