Docked interview: “We studied every detail through videos, diagrams, manuals and more”

"The research was extensive".
Docked

Simulation fans will be pleased to know that Docked is out today, providing an authentic and immersive take on working in a port.

The game is packed with in-depth business management mechanics and an array of gigantic machines to commandeer, so we took the opportunity to ask the team at the Game Director Sergei Hlistov, at Saber Interactive about the process for building a game with such a strong focus on this particular niche.

Docked

What pulled you towards cranes and dock machinery out of the dozens and dozens of options for settings and industries you could have potentially used?

Saber has explored many corners of the simulation space, so we started with some foundational knowledge, and we knew we wanted to build on that to create something truly unique. This led us to the realization that the precise work of crane and machinery operators differs from what players do in most simulators, and there was an opportunity to cover new ground in a port setting, which hadn’t really been done in this way.

How difficult was it to map such a large control scheme to a controller (and make it work so well)?

We experimented with a bunch of different setups. At first we tried using controls that mirrored the real-life machines, but because each machine had unique controls, it was difficult to frequently switch between them. So then we focused on finding an intuitive layout that could be shared across all the machinery. The layout that had the most positive feedback amongst the team became the default, but players can still mix things up and try the other control schemes.

Docked

I love that Roadcraft and now Docked take in-depth work-sim gameplay and build a narrative to give purpose to it. How important was the story and framing device to the overall experience?

Throughout the game, your tasks are guided by a main storyline and three main protagonists. Ultimately, I think framing is a great word for it, as this narrative gives context to the work you’re doing and how a port operates. It weaves the jobs you have to tackle together, offering a greater sense of purpose and satisfaction in running your port like a pro.

Crane operation was an element in Roadcraft but obviously Docked is built entirely around it. How hard was it to ensure the game was varied enough while still retaining its focus?

Because Docked is a game about managing a whole port, there are several vehicles to learn and a variety of specialized jobs to tackle. Some tasks require near surgical precision, which takes a good deal of focus at the start of the game. However, we’ve found as people keep playing, there is a sense of mastery that takes over, vehicle-by-vehicle, and the experience becomes more zen-like.

Docked

What was the research like for a game like this? Lots of time spent at the docks?

Absolutely! The research was extensive, and we took several different avenues in making sure it was as authentic and accurate as possible. We toured a port with three terminals: container, bulk and general cargo (just like the game), spoke with workers about their day-to-day, and even sat in each Stacker cabin during a shift to get a feel for the machines and their capabilities. Back at the studio, when creating the machines, we studied every detail through videos, diagrams, manuals, and more to make them as true to life as possible. All of this allowed us to not only be technically accurate, but to recreate the overall atmosphere of a port.

Can you talk a bit about the business management mechanics and how they feed into the manual work of operating the machinery?

To succeed in expanding the port, players must increase the number and capacity of container yards and acquire more vehicles to successfully handle the increased workload. Money is earned by completing jobs and fulfilling orders for logistics companies, but you have to be careful, because failing tocomplete those contracts can have consequences on the success of your business. This is all handled in the menu systems, which allocates your vehicles’ capacity across supply, transportation, and container servicing lines at the port.

Thanks to Sergei for his time.

Docked is out now for PC, Xbox, and PS5.

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