Most people haven’t heard of Living Dream Entertainment, and for good reason. This is another group of gaming idealists that have a vision defining, for them, the perfect game. So far everything I have heard and seen out of these guys is impressive, despite things being in an early phase. To be honest, they remind me of Elysian Shadows Team in the sheer audacity of their project and what they want to accomplish. People should know who they are and what they are planning because it will be something really special when it is finished.
Living Dream Entertainment is a small independent game development team working on a game called, A Shadow’s Tale, through a process they call Project Shadow. I wasn’t too sure why there was such a distinction between the two, but I have come to understand that Project Shadow will also invite players and fans to contribute to the finished game itself. No seriously. You can make a quest, a character, customize their style, how they fight, who they are: nearly fucking everything. Check it out here!
Dakota Barrett, founder of Living Dream Entertainment, was happy to answer some of my questions about themselves and the game they are creating. So who are these people and how did they come together?
“Originally my team started out as many indies do: a group of friends with a common interest. That team died over about the course of two months and got down to just me. Around this time I was getting some money in doing odd jobs and I started to contract freelancers.
“First there’s Riley, our character artist. Her job is to draw the busts of characters that you see in dialogue, and often everyone else’s work is based around her creation of a character.
“Then we have Tony, who seems to be the favorite of the public, which is rightly deserved because the guy has a lot of talent. His concept art has a unique style.
“Devon worked with us on and off for several months before becoming an official member of the team. He does our code work and makes a lot of my crazy ideas come to life. He’s the reason we’re able to push an outdated program like RPGMaker into the modern age.
“Elbert does our sprite art and animation and he’s really good at it. We spent four months going through dozens of applicants for the position and it wasn’t until I met Elbert that I knew I had the right guy.
“Saad is our composer and most recent addition to the team. Unlike everyone else, I wasn’t actually looking for a composer at the time. Saad was just interested with the project and sent in a sample of his work. I loved it so much that I included it in our announcement video of Project Shadow and asked him to join our team.
“I run social media, talk to journalists, run the business and all the legal work that comes with that, and I make everyone’s work show up and coordinate in-game, creating the world for the player to enjoy. But at the heart of it all, I’m a designer and writer. All the stories, dialogue, and gameplay mechanics start off as ideas in my head. I have about three gigabytes worth of just notes alone.”
So this is already a strong team of talented individuals with a common purpose. From the teaser trailer for the game itself, I know I got a strong impression. So, if Dakota is the main drive and energy behind this game, what brought him into gaming and games development?
“Throughout my childhood I played a lot of games through frequent visits to BlockBuster when it was around and you could get a game for a week, which was perfect for me because I usually binged a game until I beat it. I’ve played all sorts of genres from big AAA titles to the little indie teams, but I think where I truly fell in love with games was with role playing games like Final Fantasy IX and X, Knights of the Old Republic II and the original Fable.
“As I entered adulthood I started to bind my passion for games with my passion to write. I tried out a few development programs, such as Unity, Blender or Game Maker, but the one I settled with was the one that best served my roots as a gamer, RPG Maker VX Ace. It’s a pretty simple program that could allow even a child to make a game but over the time I had it I started to find how to push it further and further and when I started to really see the potential with the program I started working on the very early concepts of A Shadow’s Tale.”
Projects of passion are often rare gems, because they are so hard to attain. When such a project can be made possible, they often turn into impressive entries in a genre and even in a field of art. The biggest obstacle is often money, and that can kill a project before it ever even happens. How has A Shadow’s Tale gotten its funding so far?
“It started out as a birthday/graduation gift. I was the first in my family to graduate high school, which isn’t much of an accomplishment, but it was something. So I took what was likely meant to be the means of buying a car and put it towards making a game. When that ran out, I started funding the project with what I could from my paycheck, which to this day is just a part-time, minimum-wage job, so progress has been slow. Our goal is to crowdfund with the community we’ve built up, but we’re not quite ready for that just yet.”
Each game has its own draw, something makes it stand out. What are the features of A Shadow’s Tale that will really set it apart from other games of its type?
“Simply put it’s how the game is designed overall. It’s not meant to be a retro throwback to the games I and others grew up on, it’s meant to be Living Dream’s first step in showing what the industry is capable of producing. Though it’s an open world RPG, it takes inspiration from all sorts of games, old and new.
“To be more specific I would say the focus on your actions is at the heart of the gameplay. In many games that I enjoy, like the Mass Effect series, you get to make choices that change the universe you play in and could very well cause your experience to be completely different from all your friends who played the game. But if you look back, almost all these choices centered around dialogue. The hundreds of people and monsters you killed didn’t change anything and where you went didn’t really matter as long as you completed the main goals of the game. With our game we’re putting a focus on what you do, as with reality it’s not so much what you say that affects others and who you become, but what you do.”
So what is the complete vision for the game itself?
“As I hinted at earlier, our goal is to deliver not just a game but an experience; one you’ll look back on for years to come as I have with the hundreds of hours lost in the universes of RPGs. A world in which you grow attachments to the characters as if they were truly your friends or your enemies. One where your actions changed the world. I believe that what people want is their actions to matter. For something we did to have an affect on the world, be it big or small, to know we made a difference in other’s lives.
“That’s my goal for the game at least, for Project Shadow itself you could say it’s the same thing but in the real world. I want our community to truly feel like they had a part in making the game without handing over the files and expecting them to make sense of it. That’s why we’re allowing the community to co-design elements of the game alongside us.”
That is a lot to shoot for, so the game itself has to measure up to this, helping the player insert themselves into and influence the world in a noticeable way. What are some of the mechanics of the game and how will they facilitate this?
“I would say our combat system is probably the most interesting mechanic of the game outside of the responsive world system. RPGs have been going back and forth between the blood pumping excitement of live action and the tactical thinking of turn based combat. They both have their benefits and downfalls and I believe we found a unique way to combine the two.
“In the game the controls are rather simple: WASD to move and spacebar to interact and use skills. Now that second part is the key to shaping combat. When you press space, a wheel of icons displays over the head of the player. This wheel technically consist of dozens upon dozens of interactions and skills, but since that would be a pain to cycle through, we’ve made it contextualized; depending on what you’re facing, it will only show what makes sense with that person or object.
“As with the rest of the game, this was designed to give the player a choice in how they go about getting past enemies. In a sense it’s more like a puzzle than straight up combat. You could go around in stealth taking enemies down one or two at a time. You could break, throw, or burn objects to cause distractions. Use skills or dialogue to manipulate people, or straight up fight your enemies in turn based combat. Even the turn-based combat itself is designed to give you challenges through three gauges, health, energy, and fear.”
What games have you played an liked? From there, what games can you say have influenced A Shadow’s Tale?
“I mentioned the RPG genre before and some games that are a part of it, but I pull my inspiration from all types of games. I enjoy simple and quick RTS games like the Command and Conquer games or Halo Wars, which I still play on occasion. Shooters like Destiny and some MOBAs have also left their mark.
“Two games which probably have the biggest impact that aren’t straight up RPGs are Dishonored and Deus Ex: Human Revolution. They both have RPG elements but they’re almost entirely based around quick combat in first person. Both of which I focused on stealth and I had great joy is crawling in air vents only to come out and beat someone to death with a refrigerator (Yeah I’m probably a bit too violent). This approach of deal with enemies how you want was really enjoyable and that can be seen in our own combat, though it isn’t a straight up choice between stealth and action.”
What can you tell us about the Kickstarter?
“We will be doing crowdfunding, but it won’t be through Kickstarter. That is why we’re creating Project Shadow which works like the crowdfunding with Star Citizen, this sort of build over time instead of all at once approach. Except our design is not so much to keep raising more and more money and add more to the game so much as we want the community to be a part of the design with us and get to see right away what their money goes to. When you contribute hundreds of dollars it’s not really fair you have to wait months to even start to receive what you paid for and it’s usually physical merchandise and not the actual game itself.
“Instead with Project Shadow you choose what you want to co-design such as a character. Once you’ve selected what type of character they are, where in the world they live, and what the character consist of we’ll get to work with you within a few days and start fleshing out the details so that the artist can truly bring your character to life and you get to watch the whole thing happen. If you want you can share it with the world too, just avoid any spoilers.”
Awesome! Well that is good to hear. I will be interested to see how this community develops! What can you tell us about the contest? Where do people participate?
“We’re giving the community a chance to co-design a character prior to the fundraising of #ProjectShadow. Now usually you would cover the cost of your character, but this time around I’ll be covering the cost for the winner.
“So how do you participate? All you have to do is write us your idea for a character and we’ll select our favorite and start working with you on bringing it to life. All the details and guidelines can be found here, which I recommend you read thoroughly if you want to win. One last note: unlike with Project Shadow, you won’t be choosing the character type. Instead, we selected one for you that is one of the more interesting and costly to make. Out of the character types (basic, advanced, keeper, friend, faction member, faction captain, and major) this one is a faction captain, which is a mini boss as your enemy or a faction-related quest giver as an ally.
“One of the key features of Project Shadow (actually the entirety of Project Shadow) is that it allows anyone to be a part of the creation of a game. It’s really great in that you get the benefits of coming up with ideas and seeing your creations come to life without having to deal with the stress of actually being on the team and hoping the game does well because your livelihood depends on it. You get to create whoever or whatever you want that fits within the fantasy world we have created, and in doing so you get to share it with the world and at some point experience it in game as well.
“We may not be doing the crowdfunding now but you can still join in by getting in touch with us. Tweet us @LivingDreamEnt, or use #ProjectShadow on Twitter. Or you can email us at, livingdream3r@gmail.com
“It’s really important that you do because even though it’s not giving us the funding we really need to make the game it shows us the community is ready for this and they want to be a part of it. The sooner we see that people are ready for us and we too are ready for them the sooner we can get this started and start to build a world together.”
Awesome! Personally, I am really looking forward to this community event. Living Dream Entertainment is taking on a whole new approach by getting players and fans involved in the creation of the game itself. As the game is developed, players will get to have input on what gets added and it will be, in more ways than normal, our game. A game that we don’t all just love and play, but a game that we’ve all given input and some of even helped to design! Dakota also wanted to leave a special message to followers and fans:
“Thank you for reading this article and please follow us and share us with friends! This Project is entirely based around a community we’re beginning to build, and we encourage every one of you to participate and get involved! If you like our art share our DeviantArt account. If you like what we’re doing on YouTube, share it. Don’t be afraid to contact us at anytime because we’re here for you and we’ll get back with you as soon as possible! Please consider following @crotchetygamer and his blog. He’s a great guy and amazing with words!”
This interview is based on an email correspondence between myself and Living Dream Entertainment. The conversation has been lightly edited for flow, coherence and grammar.