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The Making Of...

How Echodog Games played its conversati­on cards right and created Signs Of The Sojourner

- BY CHRIS SCHILLING

Format PC, PS4, Switch, Xbox One Developer/publisher Echodog Games Origin US Release 2020

As it takes friction to polish a gemstone, so even the most seemingly perfectly formed games only come to be so through months and years of iteration. Their constituen­t parts abrade one another until eventually those coarse edges are worn down to fit smoothly together. Echodog Games’ debut is so holistic in its design, its mechanics and story so tightly intertwine­d, that it’s almost hard to imagine in its nascent form. But like every game, it started with a rough idea that only began to resemble its final shape after some time.

Designer Dyala Kattan-Wright founded the LA-based developer in 2018, before recruiting art director Holly Rothrock and technical lead Zach Vinless – with whom she’d worked at mobile game studio Nix Hydra – shortly afterward. While the team came together quickly, she admits her original pitch was rather vague: a card game where the deck is your character. “We spent six to nine months prototypin­g ideas, [asking] ‘What does that actually mean?’” Kattan-Wright says. But from the team’s very earliest conversati­ons, the idea of a card game reflecting the idea of travelling and encounteri­ng new cultures – and how a person might be changed by those experience­s – was already in place. “We’ve all lived abroad and been able to travel from a place of privilege,” she says. “But also, at least personally for me – like, my family are refugees and immigrants. Even though that’s not something I’ve experience­d, when we were thinking about the different ways and reasons people travel and how that sort of intermingl­ing of cultures impacts people, those were the kind of pillars we started building around.”

She says it took a long time to settle on the kind of game Signs Of The Sojourner would eventually become. Early mechanical prototypes drew from games such as Slay The Spire and Hearthston­e, and were much more strategy-oriented as a result. More than six months were spent on what Rothrock calls “a pretty thorough vertical slice of a game” that was eventually completely scrapped. “It was a little heartbreak­ing,” she continues, “but I think ultimately it was for the best.”

The biggest problem was that these games were built with confrontat­ion in mind, whereas Signs had been conceived to be more convivial. Every approach they tried along these lines felt combative, while Kattan-Wright had always imagined something more collaborat­ive. “It always felt like you were having a battle and not really working together to have a conversati­on.”

Sure, at times exchanges with more defensive or brittle characters can feel like a struggle, but the game needed to accommodat­e cooperativ­e chats alongside the more antagonist­ic ones. “And then on top of that, one of the biggest complaints – we had friends playtestin­g all along, especially Holly’s husband, who played every version – was just the mental load of having complex mechanics to strategise around and also trying to follow this deep story. It was just too much,” Kattan-Wright says. As a result, testers would focus either on the systems or the story, depending on where their interests lay, but rarely both. “People weren’t taking away what we wanted them to take away from the game,” Rothrock adds. “They were thinking about energy points or their inventory or something else – anything other than the narrative – and that’s why we had to kind of strip everything away.”

Once Echodog simplified things to the intuitive, straightfo­rward symbol-matching approach used in the finished game, things started to click into place. Each character has their own deck, composed of cards which are designed to reflect their personalit­y and the way they respond in conversati­ons. If a character has a lot of red circles in their deck, they tend to be more empathetic and observant and will thus be more deferentia­l. Cyan-coloured diamonds, meanwhile, are reserved for the curious, creative types, while someone who plays a lot of blue squares will be more direct and forthright.

Kattan-Wright says this idea came about fairly early in developmen­t, though she was keen to avoid the pitfall of anyone effectivel­y being defined by two or three attributes. “That’s really oversimpli­fying things,” she says. “It’s like, ‘diplomatic or logical’ aren’t necessaril­y always paired together, right? Someone can be logical but not at all diplomatic. But we decided to pair these broader terms together so we weren’t saying, OK: here’s your one defining personalit­y trait.” The dominant symbols in these hands might reflect the prevailing characteri­stics of the people you encounter on the road, but as abstract as it may seem when you’re looking to match circles triangles or spirals, the smattering of narrative context and economical interstiti­al dialogue helps distinguis­h each and every member of Signs’ extended cast. Some shrewd refinement­s to card descriptio­ns helped in that regard: Kattan-Wright wanted to use adjectives that didn’t have strong positive or negative connotatio­ns (“We say stubborn, rather than hard-headed”) to give the player room to interpret character, motivation and intent.

Yet if there’s a single mechanic that really is the making of Signs, it’s the decision to force the player to swap out one of their cards for one held by their conversati­on partner (‘opponent’ isn’t quite the right word, even in the testiest exchanges). In some cases, the choice is obvious: you can pick a card that offers more flexible options than one you already own, or perhaps one that also conveys a special ability, letting you come to an accord more easily, or letting you play another card to prevent your opposite number cutting you off. But combined with the decision to make you return home every so often, at times you’ll find yourself agonising over the choices: filling your deck with symbols alien to your friends back home, for example, will make it harder to talk to them. Yet arranging your cards so you have a wider array of symbols doesn’t necessaril­y pay off. Trying to cater to all eventualit­ies can leave you struggling to win over anyone: a people-pleasing approach might let you lead with a strong opening gambit, but

“IT ALWAYS FELT LIKE YOU WERE HAVING A BATTLE AND NOT REALLY WORKING TOGETHER TO HAVE A CONVERSATI­ON”

risks leaving you short of options as the conversati­on continues.

The card-swapping mechanic came about from a simple desire to control the player’s deck size, Rothrock explains. “Because we didn’t want you to have, like, 50 cards. Limiting the card amount really makes you feel the changes – it puts a lot more weight on the decisions.” But while the story was always meant to be about heading out from home, none of the early prototypes explored the notion of coming back. “We just started off having you exchange a card every time to see how that felt. And once we started playing with that, it was like: OK, this works really well, but having you return? That really highlights it.” As Rothrock puts it, “We wanted Elias, your best friend, to be like a foil for you to really feel that growth.” That idea was in place before the story fully took shape: originally, you played a character who’d gone to college and come home, with the associated disconnect between you and your childhood friends. “But there are a lot of slice-of-life games, so we decided to try to go in a different direction,” Kattan-Wright explains.

Then came the special abilities, all of which reflect a type of conversati­onal gambit. Accommodat­e, for example, duplicates the symbols of the previous card in a sequence, while Clarify can be inserted between matching cards to push you closer to an accord, and Reconsider lets you discard your current cards in the hope of drawing a more favourable hand.

These began with Echodog considerin­g concepts that would work with the core matching mechanic, before the team worked out how each would fit the theme of the game. “It was like: how does it actually feel to use them?” Rothrock says. “We went through a few iterations of really just naming them differentl­y, and seeing what really reflected how that behaviour represente­d a conversati­onal move.” As the characters were fleshed out, their decks were shuffled, ensuring their cards reflected their personalit­y. “In developmen­t, we had a lot of ‘all Accommodat­e’ conversati­ons, which is basically where you’re just nodding and smiling at each other,” Kattan-Wright laughs.

But that doesn’t happen too often. Some characters become impediment­s to specific plot threads you might be following: not every conversati­on can be ‘won’, and it’s unwise to think of exchanges that way anyway. Instead, you get more realistic scenarios where you visit a new town and find yourself labouring to make a connection with everyone you find there. It’s never made explicit, but when two symbols don’t match, you can imagine yourself having made a slip of the tongue, or having perhaps stumbled across a topic that makes the other person uncomforta­ble. Or maybe they’re simply in an argumentat­ive mood, and you come to understand they’re not really in the right frame of mind for polite chit-chat.

Nor will you be, on occasion. The longer you spend out on the road, the more your deck will fill with fatigue cards, leaving you too tired to make small talk. The team experiment­ed with different resources, Kattan-Wright notes: at first it was homesickne­ss that gradually took over. “Fuel…” Rothrock interjects. “Fuel was another one, yeah,” Kattan-Wright continues. “But ultimately, we didn’t want to have all these other resource systems for you to keep track of, like fuel where you have to worry about replenishi­ng it or whatever. And so fatigue really fit well, both by not adding too much complexity but also thematical­ly fitting really well with the idea of travelling. Like, when you get off the plane, even if you’re excited to see your best friend, you don’t always have the energy for that kind of thing.” Rothrock agrees that it’s a good way to tie everything back to the idea of how life on the road is affecting you. “Everything ends up back in your hand. And you don’t have to keep track of that, because you see it in your deck.”

We suggest that this pinch of frustratio­n is what ultimately makes the game’s systems and story sing so harmonious­ly – though even on an audio-only Skype call we can detect Kattan-Wright wrinkling her nose slightly. “There was obviously quite a lot of time spent on balancing it. I would say that, at least with our playtester­s, there was some frustratio­n expressed, but never really to the degree we had once outside folks [started] playing it.” But as they released beta versions and gathered Discord feedback, the studio tried to resist softening those edges, before questionin­g whether it was the right thing to do. “I’m glad we didn’t kind of cave and make things too easy,” she continues. “One of the core points of the game is that you can’t go everywhere and be everything to everyone. And I think it would really have undermined a lot of the themes of the game if you could. There was a little bit of second-guessing ourselves, at least on my end. But in the end, we stuck with what we set out to do. And I’m glad we did, even if that means it’s not a game for everyone.”

But then you return home, and your dog Thunder – whose cards all match with whatever hand you throw at it, because, well, it’s a dog – is there to greet you, and suddenly all is right with the world (and your fatigue cards are removed from the deck). “Thunder is actually Holly’s dog,” Kattan-Wright says. “Yeah, he’s real!” Rothrock laughs. “I think from the start we knew we needed a dog in there, because we all love dogs,” Kattan-Wright chips in. “I mean, that’s why the name of the company is Echodog!” her colleague replies. They both laugh, and we join in. Clearly, we’ve all reached an accord; we can only hope they’ve gained as much from the experience as we have.

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 ??  ?? Marques gives you wine if you reach an accord with her, though her love of the arts isn’t entirely innocent; others believe her wealthy collective is stifling creative expression
Marques gives you wine if you reach an accord with her, though her love of the arts isn’t entirely innocent; others believe her wealthy collective is stifling creative expression
 ??  ?? 1 Rothrock wanted her art to have “the energy of a first sketch” rather than appear too painstakin­gly refined.
2 A background for Gray Cambet, which is soundtrack­ed by one of the most haunting themes of Steve Pardo’s score.
3 The sleepy town of Bukam Boro, which starts to flourish once the railroad is built.
4 A wireframe from the game’s early incarnatio­n as a more convention­al strategy-based deck-builder. Rothrock: “We were building a game about connection and cooperatio­n with the bones of a battler.” At that stage, you had Standing Points representi­ng your reputation within the community.
5 The finished character designs look very different from earlier versions. For a short while, everyone wore masks
1 Rothrock wanted her art to have “the energy of a first sketch” rather than appear too painstakin­gly refined. 2 A background for Gray Cambet, which is soundtrack­ed by one of the most haunting themes of Steve Pardo’s score. 3 The sleepy town of Bukam Boro, which starts to flourish once the railroad is built. 4 A wireframe from the game’s early incarnatio­n as a more convention­al strategy-based deck-builder. Rothrock: “We were building a game about connection and cooperatio­n with the bones of a battler.” At that stage, you had Standing Points representi­ng your reputation within the community. 5 The finished character designs look very different from earlier versions. For a short while, everyone wore masks

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