Docked Interview – Lessons Learned, Management Gameplay, Console Performance, And More

Game director Sergei Hlistov and producer Vasiliy Bogucharskiy were kind enough to answer our burning questions about Docked.

Just days before Saber Interactive released its new port-management and crane-controlling game Docked, we got to have a chat with game director Sergei Hlistov and producer Vasiliy Bogucharskiy about the title’s various aspects. The duo was kind enough to answer our questions about a variety of subjects, from console performance to the evolution of the in-game port, to planned future content.

What was the inspiration behind Docked being more of a story-based solo game when compared to the popularity of multiplayer in SnowRunner and RoadCraft?

Docked is very different from Saber’s other simulation games. We chose a rather specific setting. Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features.

"Not many gamers know what life is like in a port, so our goal was to introduce people to this industry and captivate them with its unique features."

A recent trailer revealed the 8 port vehicles at launch. Are there plans to add any more down the line?

The eight vehicles represent the machinery most used at real-world docks.. Each vehicle model is recreated in significant detail with unique features and extensive control capabilities. The vehicles’ unique functionality, design, and appearance prevent a cookie-cutter approach to mission development, and mastering their operation requires practice. Looking ahead, I can say that additional vehicles will appear in the DLC. We are currently working on it.

Since Docked will primarily take place in a single location, are there any aspects of the game that will involve traveling to new places?

There are actually three terminals in the game: a container terminal, where most of the tasks take place; a bulk terminal, where the player handles bulk cargo using a mobile port crane and hopper; and a general cargo terminal, where the player works with large objects.

While financial management has been at least a minor aspect in previous games, how big of a role will it play in Docked?

Game progression is based on port management, including financial management, infrastructure construction, and development. This aspect of the game is not the core but it defines the game’s structure and introduces players to the inner workings of port operations.

"Game progression is based on port management, including financial management, infrastructure construction, and development."

Will Port Wake get any visible and gameplay-affecting changes over the course of the game?

At the start of the game, a typhoon has devastated Port Wake. Containers are scattered across the port and the work areas and facilities are damaged. As the game progresses, the player repairs and upgrades buildings, gradually improving the port. First, order is restored, and then new facilities appear, such as yards, parking lots, and offices. As they complete jobs using equipment, the player will see this progression happening throughout the port. Beyond the visual aspect, the new infrastructure offers new economic opportunities as well. At a certain point, the player unlocks a job at a neighboring terminal that specializes in bulk and general cargo. This allows the player to switch to other types of cargo and new equipment.

Since off-roading isn’t an emphasis here, what kinds of new challenges will be available in the vehicle gameplay?

Docked offers a different challenge: precise vehicle control. Performing precise maneuvers with giant machinery is unusual enough, but adding the simultaneous control of the vehicle and cargo manipulation creates a uniquely challenging and rewarding experience., Players must solve tactical puzzles, such as determining how to reach and deliver the desired object without damaging it.

Will players get any say in the overall layout of Port Wake?

Currently, infrastructure objects are preset, so players cannot change the placement of objects. This offered some unique opportunities in the development process, as compared to free planning. Since we know the exact locations of the infrastructure objects in the port, we can introduce a level of realism and detail in the design that wouldn’t have been possible with more variability.

What were some of the lessons learned from RoadCraft that helped with the game design and development of Docked?

It’s difficult to consider Docked a continuation of RoadCraft, as the games were developed by different teams using different engines. However, when developing Docked, we incorporated some of Saber’s technical experience, as well as ideas in RoadCraft, particularly with regard to vehicle physics and bulk material simulation.

"When developing Docked, we incorporated some of Saber’s technical experience, as well as ideas in RoadCraft"

As a developer, what are your thoughts on the PS5 Pro? How does boost in GPU help in developing your game compared to the base PS5?

The PS5 Pro GPU’s higher performance allows for increased image quality and detail. It renders more objects in the frame and switches levels of detail (LODs) at greater distances, ultimately improving image quality overall.

What are your thoughts on PSSR? What kind of opportunities will this open for the game?

The ability to generate “free” frames has become available, as well as the ability to increase the clarity and resolution of rendered frames. Previously, when embarking on long-term development, developers had to anticipate the availability of hardware at release. Today, technologies like PSSR offset this, allowing developers to ultimately achieve higher frames per second.

What resolution and frame rates will the game target on PS5, Xbox Series S, Xbox Series X, and PS5 Pro?

  • Xbox Series X 2880×1620 30fps
  • Xbox Series S 1920×1080 30fps
  • PS5/PS5 Pro 2880×1620 30fps

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