Moving Valheim away from being an MMO was “the best decision” the team made

Valheim stands as a remarkable testament to the indie gaming landscape, embodying a blend of simplicity and depth that has captivated players worldwide. This Norse-inspired survival game invites players to construct their own abodes while fending off a variety of monsters. As it gears up for its 1.0 release this year, five years after its initial launch, Valheim has drawn comparisons to established titles like Rust, yet it possesses a unique charm that keeps players returning for more. This phenomenon merits exploration, prompting a collaboration with Thames & Hudson and Read-Only Memory to showcase the Valheim chapter from Nathan P. Gibson’s latest book, Indie Game Works. The decision to steer clear of the MMO format has been hailed as “the best design decision” by the development team.

Insights from Indie Game Works

Indie Game Works delves into the intricacies of indie game development, offering in-depth examinations of beloved titles such as Abzu, We Happy Few, Sable, Dredge, and, of course, Valheim. With interviews from various studios, the book is described as “a love letter to the people and passions behind the code,” providing a glimpse into the vibrant world of indie game culture. Available through Thames & Hudson, a limited-edition special copy can also be found via Read-Only Memory. The Valheim chapter features three pages of exclusive concept art, making it a must-read for enthusiasts eager to explore the creative process behind this iconic game.

Valheim’s journey began as a test project rather than a conventional video game. Richard Svensson, CEO and co-founder of Skövde-based Iron Gate Studio, initially developed the gameplay to experiment with networking solutions for multiplayer experiences. The prototype quickly garnered attention, with testers finding enjoyment in the gameplay. “Eventually, it was pretty fun to run around with multiple players, and it needed some kind of theme,” Svensson recalls.

The early focus on multiplayer led to expansive ideas, but the team eventually pivoted away from the MMO concept, honing in on single-player experiences and small group collaborations. “Downscaling the game like this and narrowing the scope of it is probably the best design decision I’ve ever made for Valheim,” Svensson reflects.

Interestingly, Svensson himself is not an avid fan of Viking lore, yet he recognized the Nordic theme’s compatibility with the gameplay. This choice provided Valheim with a distinctive setting that could easily adapt compared to other fantasy-based games. The art style, born out of necessity, emerged from Svensson’s limited experience, compelling him to adopt a style that was manageable for solo development. “As for the art style, it started out as a purely practical reason as the original plan was for me to make the game on my own,” he explains. “I have some instincts for graphics – of what looks good and what doesn’t – but I’m not the most gifted 3D artist. Because of that, it had to be an art style that I could easily produce by myself and that didn’t take too much time. Luckily for us, it turned out that this art style wasn’t only quick to produce, but also pretty unique.”

Production Process and Influences

The production process at Iron Gate Studio involves creating each biome separately and sequentially. This method has evolved over the years, enhancing efficiency and ensuring the team remains aligned. “We have the blueprint for the way a biome works, which means that we know roughly what we’ll need for each one of them: a boss, key items, more difficult enemies, and better gear for the players,” Svensson elaborates. “We then try to make the new content fit the theme of the biome we’re working with, and we do our best to also create some kind of unique gameplay for each biome.”

Influences from games such as The Legend of Zelda: Breath of the Wild and The Elder Scrolls V: Skyrim, along with elements of Norse mythology, have shaped Valheim’s aesthetic and gameplay. However, the team has been careful not to become overly constrained by strict adherence to Norse traditions. “Eikthyr, for example, exists in Norse mythology, but he’s not a lightning monster deer,” Svensson notes. “Everyone in the team has participated with their own suggestions, and the mythology is a loose framework rather than something we follow to the letter.”

Having already achieved both financial success and critical acclaim during its early access phase, Valheim has empowered Iron Gate Studio to concentrate fully on its development as it approaches its full release. Svensson expresses pride in the studio’s growth, stating, “We have been able to build up a whole company around this game, a company that people still seem to like pretty well.”

As anticipation builds for the 1.0 release, the exact launch date remains under wraps. For those eager to experience Valheim, it is currently available on Steam at a 50% discount. Indie Game Works is now available in a limited edition from Read-Only Memory, alongside a general release edition from Thames & Hudson. The limited edition features a unique handmade slipcase and foil typography details, all beautifully bound in a cut flush hardback format, making it a stunning addition to any collection.

AppWizard
Moving Valheim away from being an MMO was "the best decision" the team made