Feature Spotlight:

The Tavern System

Conan Exiles

From Survival Camps to Civilization

The Goal

The tavern feature was a cornerstone piece in a multi-year strategy aimed at evolving the Conan Exiles endgame toward a "Conan the King" era, where we wanted player settlements to feel less like static survival forts and more like living, breathing cities.

The Problem

Exiles’ iconic "knock them out and drag them" method of acquiring thralls is very Conan the Barbarian, but its not very “Kingly” and it doesn’t exactly make for the most fun (or marketable) gameplay. If players are going to be building cities, they need more than a rugger warband; they need allies, traders, and travelers.

The Intent

We wanted the world-state to matter. If you rescued a cage full of hostages from cultists, you may find them later in your tavern looking for a hot meal, or a job.

The Tavern was designed to be a narrative and mechanical hub: a place to trade goods, hire mercenaries, advance quests, and listen for rumors.

Screenshot of a Slack canvas drawn during the initial brainstorming session

The Process

Pathing, Persistence, and Production Realities

Un-Hardcoding the AI

The existing NPC pathing and avoidance algorithms were strictly tuned for chasing and combat. Getting an NPC to casually navigate a crowded room and sit on a barstool required hunting through legacy code and consulting with principal programmers to eventually expose and manipulate deeply hard-coded combat values.

State Persistence

To manage "Patron Pools" that could be shared across player clans, I repurposed the backend of our existing shared-clan inventory systems. By treating patrons as hidden items in this inventory, we had a robust, ready-made infrastructure.

Production Triage

During development, a communication breakdown led to an external programming team charging ahead and building out a misunderstood version of the architecture. Faced with tight deadlines, I made the tough call to salvage and adapt their work rather than scrapping it. It resulted in a clunkier dev-facing system, but allowed us to focus on more player facing content and polish for the release.

The Outcome

NPC Farms and Bar Brawls

Player Reception

I envisioned the Tavern primarily as an immersive roleplay hub with the added benefit of hiring NPCs. The players, with terrifying efficiency, immediately gamed the system and turned it into a hyper-optimized NPC-hiring mill.

The Takeaway

If I were to build "Tavern 2.0," I would want to build gameplay directly into the act of engaging with and hiring new people. Instead of a flat exchange, I’d look towards mechanics for leveling and customizing the bar to attract more rare and desirable clientele, and meta-games for “courting” potential new allies.

Iterative Polish

I later mentored a summer intern to address some of these "farming" behaviors in a very Conan way. We utilized new AI tech to build a "kick out" feature, allowing players to initiate fights to violently clear out unwanted patrons.

Documentation & Architecture

Because the backend implementation required compromises to hit our deadlines, having crystal-clear documentation was paramount. As a Technical Designer, I believe clean hand-offs are everything.

I maintain a steadfast dedication to making sure my systems are easily understandable for non-technical designers and perfectly primed for the modding community.

Check out the complete documentation below or on the official site.

Previous
Previous

Star Citizen: Mission Givers

Next
Next

Star Citizen: Procedural Bartenders and Patrons