The Feature That Almost Sank Disco Elysium | Audio Logs

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Published 2020-01-12
In this week's episode of Audio Logs, Disco Elysium's lead designer and writer Robert Kurvitz discusses the hardships ZA/UM underwent to make sure that the game's Thought Cabinet mechanic worked, and talks about the game's unlikely inspiration.

#DiscoElysium #AudioLogs

All Comments (21)
  • @Lupinvej
    Dude, i could listen to him talk about UX design for hours
  • @Cafeston
    "We made it with the express purpose of being failure proof in a way that, if it doesn't succeed, we still have not wasted five years of our lives, in that it's artistically solid, and we've said everything that we can say". This.
  • My favorite part is when the skills almost argue. They dont full on fight it's like sometimes they will contradict each other and then drama just does whatever lol
  • @morfinny94
    The "loot" of conversations being ideas is a fascinating premise. I really want these guys to make another game.
  • My favorite moment in Disco Elysium is actually something rather small and inconsequential in the grand scheme of the game, it's when you're talking to the young girl on the ice and she's thrown away her recording instrument in exasperation. By passing an empathy check you can hand it back to her, encourage her to not give up on what she's passionate about, tell her that its alright to be afraid. When she asks you "Afraid of what?" you can respond so simply and yet so poignantly: "The dark." It's not done in a condescending or cliché feel good way, it's a very human interaction between a broken man and a listless, disenfranchised girl. Both of whom are deeply afraid of the dark that is representative of doubt, poverty, depression, loss, all things that plague the people of Revachol. It's alright to be afraid, you don't have to give up what you care about. That one small moment is so powerful to me and a testament to how much of a triumph Disco Elysium's writing is, Studio ZA/UM deserves all the praise and more for what they've done here.
  • Was watching this when I learned that the key devs, including Robert Kurvitz, were kicked off of DE 2. R.I.P. Disco Elysium. I am glad we got the first one at least. One of the best RPGs ever made.
  • What happened to ZA/UM is so sad, and hearing Robert talking about a sequel that may never come, is so heartwrenching. Hopefully, the lead developers can make another game, under a different company. But it must be so frustrating having to focus on a legal battle instead of the art that you actually care about.
  • @Moontea1
    This guy knows exactly what he's talking about. It's crazy.
  • @Killeemegee
    Gamer's are really lucky that such a person isn't writing psychology manuals, but designing their game instead.
  • @Senrab3123
    He's so unflinchingly confident in everything he has to say and everything he and his team have done and yet he doesn't seem at all arrogant. What a fascinating man.
  • @WabbaWay
    Describing typical RPG characters as "Murder Hobos" is just goddamn spot on, couldn't help but chuckle.
  • It's a small thing but so amazing to see him not shy away from revealing other games they borrowed ideas from. Very professional and honourable.
  • @CMON75
    Fantastic, intelligent discussion of Disco Elysium's user interface. I wish more developers had this level of research & development on their frontends.
  • @MechaDilbert
    Really looking forward to that skill-based sex scene with 50 different skill checks
  • @Theodore5of5
    "I'd like to do what Baldur's Gate 2 did for Baldur's Gate 1" what an electrifying statement man. I can't wait to see the bg2 to disco e's bg1
  • @Schizm1
    He's ON THE MONEY about having text window in the right corner instead of bottom of the screen. Torment: Tides of Numenera has around the same amout of words as Disco Elysium and yet you NEVER get bored reading in DE. And it's not only amazing writing but also how easy and intuitive it is to have text displayed in the corner while at the same time your left eye can catch a glimpse animations and enviroments displayed on the screen. With text being below the main screen you always end up looking up & down and it's discracting as hell. Anyway, I LOVE isometric RPGs, I'm soooo glad that DE is yet another gem and I can't wait for what's next from ZA/UM.
  • This man is like 15 years ahead of almost everyone else in the gaming industry.