City of Heroes Freedom Interview with Matt "Positron" Miller at SDCC 2011
Freedom. Its a word that evokes many different reactions based on the context in which it's used, as well as the personal life experiences of the person hearing it, even though it has a pretty clearly defined meaning. For some, it might resurrect embarrassing memories of early 90s high school dances courtesy of George Michael. Others might associate it with the patriotic rhetoric drilled into our young, impressionable minds each day in grade school as we recited the Pledge of Allegiance.
When applied to City of Heroes, it takes on yet another possible interpretation. It speaks volumes to me that Paragon chose that word rather than announcing City of Heroes: Free-to-Play, neatly avoiding some of the negative connotations associated with that particular business model, even if they have thankfully been on the downswing for the past couple of years.
No, Paragon chose to use the word Freedom, but in many ways you could consider it to be synonymous with Choice, because thats exactly what the new hybrid business model brings to the table. Putting the choice of how to pay for a service directly into the hands of players is one of the best things Paragon could have chosen to do.
Announcements of this shift in philosophical and marketing approaches typically go one of two ways with fans, and it all boils down to how much you respect your existing fan base. In the case of Paragon, its abundantly evident in the following interview with lead designer Matt Positron Miller that respect is king.
I caught up with Matt just as the show floor at San Diego Comic-Con 2011 was nearing a critical mass of culture-hounds, and it was great to see that City of Heroes was receiving as much attention as its monolithic NCsoft booth partner, Guild Wars 2.
Ten Ton Hammer: It seems like a very smart decision on the part of Paragon to make the CoH Freedom release a la carte based on some of the other free-to-play conversions weve seen for existing MMOs so far. What inspired you to go in the direction of giving players choices in terms of how they invest in different gameplay options?
Matt Positron Miller: We love our subscribers, and our subscribers love us. We have an excellent relationship with them, and we did not want to damage that in any way, shape, or form in going to this business model. We wanted to make sure that we were catering to them, and their needs, and their concerns, and make sure that they felt special that we didnt forget about them and were just concerned about the free players.
So really that became the genesis for all our design decisions going forward. What could VIP players get? How could we make this more attractive for the VIP player? It really has just been that relationship weve had with those players, and we didnt want to damage it at all.
In fact, we had a focus group about three months ago where we brought in some of our biggest board posters from all over the country, and went over everything with them so that they knew what we were doing and we could get their initial reaction. It started off with some hesitation kind of, oh my gosh, what are you doing and by the end of the day they were like OK, Im on board with this.
That was really validating for us that our veteran players got on board with this within the span of eight hours of doing that focus group.
Ten Ton Hammer: Has the inclusion of additional perks for subscribers, such as the points theyll receive each month, helped in terms of letting the veteran players know youre trying to keep subscriptions an attractive option? In essence, theyre getting more for their subscription dollar moving forward than they had been previously.
Positron: Absolutely. We at Paragon like to innovate, and find where things can be improved upon. Our veteran rewards system wasnt going to work with the new business model, so we needed to figure out something we were going to do with that. But at the same time we wanted to make sure that free players, or those just paying a la carte, were also getting benefits. So thats where the Paragon Rewards Program came from.
Its basically a reward tree kind of like a skill tree that you find in other games where, as youre subscribed or as youre purchasing points, youre earning points on this tree, and youre purchasing all of the things that used to be veteran rewards in addition to more stuff that weve specifically added for this tree.
Whats great about this is, if you are a former subscriber and say youve played for three years and stopped playing, youll come in and already have a bunch of points based on your former subscription level. So you dont have to start over from scratch, so again, this is catering to our former players.
So say you were a former subscriber, paid for the game; those players were not forgotten. We remember them and heres a bonus for your time and effort.
Ten Ton Hammer: So that transition will basically take you up to the equivalent level that you were already at in terms of the veteran rewards system?
Positron: Absolutely. Youll have a number of points based on your veteran reward badges.
Ten Ton Hammer: Weve talked a bit about how youre catering Freedom to veteran players, but what other things will you be attempting in terms of bringing new players into the game? Will new servers be added at all to help account for an influx of new players, or is the current idea to get fresh blood onto the existing servers first?
Positron: Weve vastly improved our sever capacities in order to handle the new influx of players. We have the ability to bring new servers online should we need to, but we really want new players to become part of the communities that weve already built. Our veteran players are anxious to get new players on their servers.
Weve also made a brand new tutorial for the game, weve put voice overs into the tutorial, and we made it a lot shorter so that players can just get immediately into the game, start fighting stuff, and learn the basics. Then we took some of the nitty gritty stuff that we used to have in the tutorial and we spread that over the first 20 levels with what we call Ongoing Training Missions.
Basically theres a supergroup that wants you to join and have you as a new member, and during those missions youre going to learn how to use the auction house, what the badge system is all about, or how to use enhancements. So all the stuff we used to cram into the tutorial is now spread out and has a better pace.
Ten Ton Hammer: Was some of that inspired by the process of creating the new starting experience in Going Rogue in terms of learning what worked, and what didnt work in terms of pacing?
Positron: Going Rogue was kind of our beta test for this. We didnt quite succeed at it in Going Rogue at the level that we wanted, but with City of Heroes Freedom I think we just nailed it. Weve got very fast, get-into-the game fighting stuff, and then just spread out over those first 20 levels youll be learning more of the game as you play.
Ten Ton Hammer: A concern that many players vocalize when free-to-play conversions of existing MMOs are announced, is the fear of how intrusive a paid item shop or services are going to be on the in-game experience. With some games its kept very minimal with perhaps one button you know its there so theres no need to force it on players every time they interact with another NPC or world object - though some titles have definitely strayed too far in the latter direction for many gamers. Along that spectrum, how will that aspect of Freedom factor into the player experience?
Positron: Were more towards the former on that, so when youre in the game you do have just the one button for the store thats always there.
[At this point Matt opens the costume creator on a nearby demo station to help illustrate how the store will factor into the in-game experience]
So heres our costume creator and it includes some of the parts that we used to sell in the booster packs and that kind of thing. When you get into the costume creator youll notice that some of the parts like the ones from the Magic Pack, youll see that its locked here, so this account does not actually have those pieces unlocked. So we have the store button added here to allow the player to unlock that.
We allow you to use all of the costume pieces weve ever created in the character created here, and if its locked, players just cant exit and go onto the next screen until they purchase everything thats currently locked. From there, if you go to the store it will all be in your cart, so you can just hit purchase and be taken directly to the checkout.
Ten Ton Hammer: Just the ability to see the costume pieces on your character in advance to make a more informed decision about whether or not you want to make the purchase seems like a nice improvement over what weve seen previously. I know that in the past Id get the email updates saying new packs were available, but it can be a tough sell for some people based on just a screenshot or video footage.
Positron: When we worked on the free-to-play stuff, one of the very first things we did was sit down and take a look at how we could improve the costume creator to take advantage of this. So out of that it was like, you have to be able see all the costume pieces on your character, you have to be able to go straight to the store and buy them right then and there.
Ten Ton Hammer: With that system then, can players pick and choose which of the individual pieces they want to purchase as opposed to keeping them tied to a larger, themed pack that they have to buy all in one go?
Positron: Absolutely. So if I just wanted the witchs hat I could buy that for a certain amount of points.
Ten Ton Hammer: What if I ended up deciding I wanted the full set but didnt necessarily have it all equipped as part of my costume when entering the store would I have the option to pick the full set up at that point as well?
Positron: I believe you will have the option to still pick up the full set as well, yes.
Ten Ton Hammer: Moving on to the power sets then, some of those will be available for all players, but some will be unlocked through subscription or direct purchase only. How did you decide which of the power sets made the most sense to include on either side of that split?
Positron: It really is a matter of how much time and money we put into the set. Like the ones where we kind of went a little bit overboard on, in terms of animations and effects and tech to make the set work at all, those are going to be the premium sets that everyone is going to need to buy.
But things like Time Manipulation that we had the tech for, and we didnt need new tech, and the effects werent crazy, the animations werent crazy, but the end result is awesome. Youll be able to manipulate time on your enemies and friends so those are going to be for VIP players, but a free player can purchase those as well.
But all the old power sets will be available for all of our players.
Ten Ton Hammer: We talked a bit about catering Freedom to your veteran players. Will there be other additional perks made just for subscribers that you maybe cant simply unlock through the store?
Positron: Yes we do. For example, some of them are found on our Paragon Rewards Tree. Youll see that VIP subscribers get increased salvage inventory and other things like that as you work your way up. And then along the top tier youll see that theres a whole costume set thats only for VIP players on the reward tree.
Ten Ton Hammer: Could you talk a little bit about Issue 21 and how that piece fits into the overall puzzle of the Freedom release?
Positron: All of our major releases have had an Issue attached to them, as seen with City of Villains and Going Rogue. The idea of those releases was that even if you dont immediately upgrade, theres still something else thats new for you.
With City of Heroes Freedom, Issue 21 was always planned. So weve got a brand new zone, a brand new power set called Time Manipulation.
Weve actually changed the way our teams work so that we had a team just working on Issue 21, a team working just on the early game stuff like the ongoing training missions, and then a team working just on the hybrid business model. As lead designer I was kind of coordinating between all three of these teams, making sure they werent stepping on each others toes, but making sure that everything was going to mesh together at the end. I think we did a really good job with that.
Ten Ton Hammer: With every new Issue, youve usually gone beyond simply adding a new zone to the game and calling it a day by adding some other cool new thing to the game along with that release. Freedom is obviously a huge part of that release this time around, but what other things can players expect to see added to the game with Issue 21?
Positron: We launched the Incarnate System last year with a couple of our in-game raids, called Trials. Issue 21 will have an all new trial called The Underground. It continues the story from Praetoria in Going Rogue. You learn a deep, dark secret that kind of changes your whole perspective on everything you did in Going Rogue when you learn more of the backstory of exactly whats going on in this world. So were very anxious to get that out there for the players.
Ten Ton Hammer: So say youre a brand new player coming into the game with Freedom, what is Issue 21 to those players as opposed to veterans?
Positron: Issue 21 to them is really that brand new starting experience, that brand new tutorial, and the ongoing training stuff. Weve redesigned Atlas Park by adding a whole bunch of new geometry to kind of up the graphics level there. We added all new missions there, so youll have all new contacts there, and theres a whole new mission chain for Mercy Island as well for the villains.
That helps bring them up to the current state of the game in terms of Praetoria invading, the coming storm approaching. It kind of takes all the things weve been doing over the past seven years to give them that fast-forward primer so that theyll be ready to go right when they log into the game.
Ten Ton Hammer: In the new starting experience, are you going to keep the pacing kind of the same as far as when you introduce players to things like the Mission Architect system, or other level-based milestone unlocks associated with player progression?
Positron: Absolutely. We wanted to make sure that Mission Architect gets introduced at level 5, and the invention system is introduced at level 10, so things like that. One of the things we are doing is that the travel powers are being lowered down to level 4 so youll be able to pick a travel power very, very early.
Ten Ton Hammer: Will costume slots unlock at the current levels as well?
Positron: Im not 100% sure what well be doing with that, but I believe that we are adding additional costume slots, so instead of 5 youll be able to have up to 10. Weve added so may new costume pieces that adding more costume slots is just logical.
Ten Ton Hammer: Are there any other things youd like to talk about for those gamers who maybe know of City of Heroes but have never played it, or are former players, in terms of why they should give Freedom a closer look?
Positron: We improved the graphics of the game last year with Going Rogue, and weve redesigned the areas of the game to really fit the business model, as opposed to just slapping the business model onto things and calling it a day.
Weve been working on this for over a year just making sure we look at what a free player is going to get and what their experience is going to be like. For example, how easy is it going to be for them to make an account and start playing the game?
Theyll be able to make and account and five minutes later be making a character. We have an incremental downloader that will get the character creation stuff on your computer first, and then while theyre spending like that half-hour making that awesome character were downloading the tutorial. And then while the tutorial is playing were downloading most of the rest of the game as well.
So players will be able to get into the game faster than they have before. Thats a big problem all games have now days if they have a demo or something. Youll go to start the demo and its like, oh, this will be done in three hours. Then its like, Im going to go do something else, but then you forget you even downloaded it for days and days.
Ten Ton Hammer: Do you have a release date for City of Heroes Freedom that youre ready to announce yet?
Positron: We do have a release date locked in, but were not announcing it yet. Later this year is all were saying for now, but we are very excited about it. I think this is the most content of any single release we have ever put into this game.
Were bordering on City of Villains and Going Rogue in terms of how much work people have done on this. Its really kind of a reimagining of the franchise for this business model. Thats what I love about it. Its basically new life breathed into this game a game that thousands of players still love, and theyre still going to find what they love in that game.
Ten Ton Hammer: What does the future hold for those fans once Freedom and Issue 21 are live? Are you planning on doing more releases similar to Going Rogue in terms of size and scope as a full expansion release?
Positron: What we really want to do is more Issues in a year than weve ever done before, and on a more regular release schedule, and just have a certain consistency. With the launch of Freedom, consistency is going to be key. We want that store to have something new on it every week, or be running specials on something.
Weve got monthly updates called signature stories that well be able to add, so every month theres going to be a new signature story available. And just cool updates, but remaining consistent with it is really our goal. VIP players will get the signature stories for free, and free players will be able to get them in the store.
Ten Ton Hammer: Will new Issues continue to be free content thats added to the game for all players, or will those work the same as the signature story releases?
Positron: For Issue 21, the zone itself is going to be available for everyone. The contacts and the missions are going to be for VIP players only, but free players can purchase the contacts. So free players can still get in the zone and experience some of the content of the Issue, and thats kind of the model we want going forward.
Again, its catered towards our VIP subscribers so that theyre getting everything they were getting before, and more. That was our goal: dont take something away from our VIP subscribers just because were changing our business model.
Ten Ton Hammer: Any final words for our readers before we wrap things up?
Positron: Were very excited about Freedom, and all of the new players its going to bring into the game, as well as our veteran players being rewarded for their time. We love the things like the Paragon Rewards Program. Its rewarding our veteran players, its rewarding our returning players and even if they dont want to pick their subscription back up, theyre going to find that their previous time is still going to count as credit in the game.
I think in those areas alone we really tried to understand this market, and really wanted to make sure that we are a leader in this market of a hybrid business model.
Wed like to thank Matt Positron Miller for the excellent interview and for taking the time to speak with us, as well as the fine folks from NCsoft!