What made you decide to create Manor Lords?
Styczeń: I've always wanted to make a RTS style game, I played a lot of Stronghold: Crusader, earlier BfME, Knights & Merchants, The Settlers, AoE and so on, so this looked like a very fun task.
As a solo developer, what made you decide to use Unreal Engine to create your game?
Styczeń: I was having fun with a friend one day and we thought that we should maybe try making a VR game together (he bought a headset and there weren't many games around). We scrapped the idea but it made me learn UE4 since it seemed to have seamless HTC Vive compatibility. I've been working with UE ever since.
Why did you decide to develop this on your own, and how much do you rely on consultants to help the process along?
Styczeń: It was really a hobby for me and I was doing it part time, working as a video freelancer as a day job, so there was no way to hire or anything like that. Only after I started up my Patreon and got the Epic MegaGrant did I start to outsource some of the work to professionals. Hiring is tough! It doesn't magically speed up development, but the production value increases immediately.
How did Hooded Horse become your publisher and how did that impact development?
Styczeń: The developer of Falling Frontier, Todd D'Arcy, first introduced me to Tim, the CEO of Hooded Horse. I wasn't initially interested in publishing, but he kept helping me out with various problems and gave really great advice. Eventually I saw that it might actually be useful and actually increase sales. Looking back, it was truly a great decision. I'm not sure if everyone needs a publisher, but it did increase wishlists. One way to think about it is: Do you want to sit down and send 1,000 emails to all the press before launch, optimize tags on stores, and sit on calls with partners? For me, I learned to greatly appreciate that I can focus on actual development tasks instead. This might be tied to the popularity of the game. However, I could see an argument made that for a less popular game, having a publisher is even more important because then you need to use every possible tactic to get your game out there.
You’ve written that Manor Lords “prioritizes historical accuracy whenever possible.” But I know there have been occasions when your desire to include game mechanics are contrary to 14th Century European history. How do you decide when gameplay should supersede historical accuracy?
Styczeń: Well, I don't think there is anything that is very "contrary" left in the game at this moment, but I always say that the game is "inspired by" history. Even historians advise that I should avoid using the term "historically accurate" because nothing truly is. I try to find a balance between gameplay and realism, and I don't want it to become just a simulation or something. It should be a fun game. Usually we can find a compromise. Sometimes it can be a little annoying, but often it is inspirational and inspires true creativity so I can add mechanics (or visuals) that no other game has.