12 Questions with Fakedice!
There are many paths that can lead someone to become an Independent Game Developer. In fact, we’ve found that the more we’ve talked to Indie Devs, the more we’ve come to appreciate that the people behind the games and the journeys they’ve taken are often just as interesting as the games themselves.
However, one thing that’s very common with among Indie Devs is that they are some of the busiest people on the planet. So, we know that if we’re going to learn about them and the path they’ve taken, we’ll need to do it fast! That’s why we’ve limited ourselves to 12 of the most intriguing, in-depth, thought-provoking questions imaginable*!
(*Your imagination might be greater than ours…)
Fakedice is a collection of developers from South Korea, each with a background in Indie or AAA Games Development, and sometimes both. Their initial project is Dicetiny, a combination Collectible Card Game, Dice-based Board Game, and Adventure Game with a heavy dose of tongue-in-cheek humor and pop culture references for added flavor.
Let’s get to know the team behind the game!
 Let’s get your dating profile filled out. Who were the key people that formed Fakedice, where are you all from, and how long have you known each other?
We have six people right now, and they are all former members of Codebrush Games. Codebrush Games made ArcheBlade, a 3D multiplayer fighting game. It was really a fun game but just didn’t do very well for us financially. Things got worse as time went on, so we finally decided to call it quits, which made many of the fans very unhappy. We want to say sorry to the fans but we just couldn’t figure out any other way.
Some of us have known each other almost over 8 years, but for me, two and a half years. I used to work for a company named Blueside, the developer of Kingdom Under Fire franchise.
Some of us used to work for a game company called NCsoft which is one of the biggest game companies in Korea. They were fed up with the corporate culture, and the fact that their ideas were not considered by the people higher up, so they decided to open their own studio which was Codebrush Games. When Codebrush Games was dispatched, some of the members got together and formed Fakedice in late 2014.
 What was it that made all of you want to create something together?
We are, in a way, outsiders. We left big game studios because we were fed up with how big studios worked; just do whatever you’re told to do. Don’t ask, just do what your senior tells you to do.
In our opinion, that shouldn’t be the way a game is made. A game should be a collection of unique ideas from various people. We don’t make a lot of money, but being able to contribute our ideas for the game is what makes Fakedice one of the best game studios to work in Korea in my opinion. The only thing left for us to do is make a successful game.
We are also on the same page in that we tend to like western games than Korean games like MMOs, and that’s why we are right now on Steam which is not very well-known platform in Korea.
 Which came first? The concept for Dicetiny, or the name Fakedice?
Dicetiny came first. We were brainstorming for a new game to work on, and the idea of making a rogue-like game mashed with board game elements came up. Originally we thought of making a rogue-like game where the hero rolls around the board which represents a dungeon, and once he reaches the end, then he goes down one level lower which opens up another dungeon. The hero keeps going down kind of like a well while battling monsters he meets along the way.
That was the original concept. And then we were really hooked by card games, especially Hearthstone, so we also added some of the elements of card games. So that’s how Dicetiny was born.
The name Fakedice was suggested by our CEO, Jin, and most of us didn’t like the name at first but there was just no other candidates so we just decided to go with it. (We were worried that there was the word “Fake” in it because people might think we are not very trustworthy.) Now the name has grown on us so it doesn’t bother us anymore.
 Dicetiny seemed to have a pretty solid concept and roadmap laid out from the start, but you also seem to be fairly open to suggestions from fans. If I were dangling you off the side of a building by your feet while asking you what percentage of your current roadmap is fan inspired, what would that percentage be?
It’s hard to answer that if you look at all the content that’s been in the game from the beginning but just looking at the recent update, excluding the new features, about 60% of adjustments were from the fans. Thank you guys! To be honest, we are not borrowing the ideas from the fans as much as we should.
 Speaking of your concept for Dicetiny, during your Reddit AMA you mentioned that after acquiring funding, you were told to “change the game from [the] ground up to implement [a more] profitable business model,” which prompted you to return the funding and part ways with the investor. What kinds of changes to Dicetiny were you told to make?
First of all, 1vs.1 was not our focus when we first came up with the idea for this game but since on mobile, PvP is the way to make money on mobile devices, we had to change it into a 1v1 PvP game.
Also, there is this extremely popular game in Korea called Everyone’s Marble which makes tons of money every day. The game they were hoping that Dicetiny would turn into was close to Everyone’s Marble, which in no way we would be able to copy because it was a game made by this huge company with a huge budget.
Overall we didn’t like the fact that the game was turning into one of those F2P mobile games, and to be honest, we are not even good at that because we’ve never had any experience in mobile game development. This and other things that we’d rather not reveal here were what made us decide to part ways with them.
 When the Escapist wrote their preview article, which was fairly critical, you seemed to take it in stride saying, “It’s not a good review for us but we will learn from this!” What were the biggest takeaways from that article for you?
The biggest takeaway was that we learned that the board needed more activity because it was rare for two heroes to land on each other, thus the gameplay would become dull. That’s why we introduced neutral minions and have them summoned on the board every round. Another thing was that we needed to make enemy heroes stronger to balance with the dumb AI.
 Hypothetically speaking, if during the development of Dicetiny the game became sentient and uploaded itself into a giant mecha you were somehow unaware you had access to, and coincidentally the same thing happened to the game 100% Orange Juice, would the two mechas fight, and if so who would win?
That’s a very difficult question to answer. Who wins all depends on God. Dicetiny will probably hit 100% Orange Juice’s toe, and 100% Orange Juice will slam Dicetiny with both fists after screaming in agony. And this will continue. It may not be an exciting fight as people would expect, like the Pacquiao and Mayweather fight.
 You’ve mentioned before that one of the main reasons you haven’t started developing multiplayer modes is the size of the user base. Do you have a ballpark number that you’d like the base to grow to before working on PvP?
It’s just my rough estimate but we will probably need user base five times as big as we have right now. We’re about half serious but we’re thinking about doing a Kickstarter campaign just for multi-player. It may be difficult though because it’s really difficult to come up with rewards now that the game is already available on Steam Early Access.
 Since we’re on the subject of PvP, 1v1 is, of course, a must have. Are there other game-modes you are considering? 2v2? 4-player FFA?
We are considering a 4 player vs. AI mode, which was what we originally intended when we first came up with this game. At the moment, all multiplayer modes are on our wishlist. Let’s see how it goes. Our fingers are crossed.
 Besides PvP, are there other community oriented or multiplayer features you feel are must haves for Dicetiny?
This is one of the things on the wishlist but we really want some kind of Mod feature to be in the game somewhere down the road. This has always been something we really wanted to do, but, again, time and resource didn’t allow this.
 Dicetiny recently received a major update that changed and added several mechanics, as well adding new content and characters. What were the most significant changes made, and what was the reasoning behind them?
The biggest things we added are probably the following four things: The World Map, Campfire, Relics and Card Storage.
We wanted this game to be more singleplayer focused and RPG-like. So we added those things hoping that it would give the players more things to do. Relics are something we came up with while we were brainstorming. Our aim was to give the fans as much of a fun single-player experience as possible with the limited time we were given to prepare for this update.
 What is one thing you want potential players to know about Fakedice or Dicetiny that we haven’t covered so far?
We are Koreans, but we are not great dancers like Psy.
If you’d like to play Dicetiny: The Lord of the Dice, be sure to enter our giveaway, open until Friday, the 3rd of June! See below for details!
Special thanks to Mike Lee, Community & Marketing Manager for Fakedice, for taking the time to speak with us.
Until Next Time,