Ten
Ton Hammer: Would you say
that the power sets you’ve put together initially, from a
gameplay standpoint would you say that they’re mostly
thematic, or do they have some archetypes built into them too like
melee DPS characters, ranged DPS, support or tank?
Bill
Roper: They’re
really mainly thematic. What we’re doing right now is filling
out all the power sets with at least some control powers, some utility
powers, so that you can really be able to pick and choose amongst the
different power sets. The goal of that will be thematic. Now, some of
them are going to lend themselves more to melee obviously if
you’re taking martial arts powers, or ranged attacks. But
really you can use any of the different power sets to construct
whatever type of character you’re trying to play, or whatever
role you’re trying to assume.
Like I built what you’d think of as more of a classic
tank-type character – so somebody who’s up in the
midst of a fight, controlling agro and does certain damage –
but it was all done with certain shielding, PBAoE and crowd control
powers. So I built a character that fulfilled that role in my head, but
it was around this thematic concept. It’s really one of the
biggest strengths of such a flexible system that you can fulfill a
classic MMO role, but you’re deciding what that is and
you’re building your hero the way people believe it as.
Ten
Ton Hammer: Let’s
look at, not necessarily the typical gamer but the more hardcore gamer;
the min/maxer to the extreme. Would it be possible for him if
he’s not interested in a theme at all, would he be able to
put together a really kick-ass super hero with a broad range of powers
from different power sets? Or is the game balanced enough that he may
not necessarily have the upper hand against somebody else who just is
sticking with a particular theme?
Bill
Roper: I always assume that
the min/maxer will find the optimum connection of powers, and finding
those emergent gameplay interactions between powers that we never
foresaw when making them, that’s always our fun challenge is
then saying “we’ve got to be balanced and what will
we do about that?” But really the game was designed to, for
example say I want to make a flying fire hero. Say that’s my
character, I can just stick to the power set for fire, I could take
Flight and I would a totally fun, confident, cool character to play. I
think there will always be combinations that will be a percentage
better, but really the goal is not to have it be where
there’s certain builds that just stand out head and shoulders
above anything else.
Ten
Ton Hammer: Are there easy
ways for players to find powers from a particular archetype of
character? For example if somebody wanted to play support, would there
be an easy way for him to figure out which powers would be best for his
character? Are the powers pretty much self-explanatory or is there some
other way that players could figure out which powers to use?
Bill
Roper: We’re
actually doing a lot of work on the UI right now to try to get that not
only explained really well in the power descriptions but also different
methodologies for sorting. Right now when you go into any power set it
will show you if it’s offensive, defensive or utility; it
shows you what type of power it is, so you could sort it that way.
We’d like to add just being able to say, “Show me
all utility powers across all power sets” so it could be
just, “oh, great, here they all are.”
We also actually just started this week going through and starting our
pass through on all the powers to write the descriptions better, make
sure things are looking correctly and making it really explanatory so
players will know what they are. But we’ll have at least a
couple of different ways that players can parse through the power list
– go through sets, go through functionality – to
find the exactly the type of power they want for their character.