Ten
Ton Hammer: You’ve mentioned that players can only have one
‘active’ nemesis at a time, but once
they’ve been defeated will you be able to revisit them later
on?
Bill
Roper: We’ll
definitely have ways you can reactivate nemeses where they break out of
Stronghold and you’ve got to go stop them again. We know that
players will want to be able to go back and revisit some of their old
enemies which is the reason we wanted to have these galleries so that
you won’t be making these villains that are just gone;
they’re there to be used again and again as players want or
as we come up with clever and evil ways to do so.
Ten
Ton Hammer: You’ve been doing some pretty cool things with
social networking so far. With the Nemesis galleries, will there be a
place where players can go, for example a page on your website, to show
off their various nemeses to other players?
Bill
Roper: That’s an
awesome idea. I don’t have any empirical knowledge of it, but
I would not be surprised if the web team already has that kind of stuff
planned. The Nemesis system uses the same kind of character data that
your characters do when you show them off, so we should be able to do
that with your nemeses as well. That’s probably something
that, if they haven’t already started on, will be on their
list of things to get done.
Ten
Ton Hammer: How intuitive will the Nemesis system be overall? Will
players be given in-game alerts or be prompted in some way when Nemesis
missions become available?
Bill
Roper: There’s tons
of ways we let you know. There are Perks associated with Nemesis, so
not only are they in your Perk chain, but you’re also getting
notifications on-screen. We also use classic in-game missions with the
question marks and exclamation points, and we even use your in-game
email, so don’t be surprised if you get a piece of mail and
it’s someone talking about your nemesis.
Once you’ve created a nemesis, we also bring the action to
you by ambushing you with your nemesis’ minions and then
sometimes when you defeat them, the minions might have clues that push
you further down the story chain. So there are a lot of different ways
we give you that push down what’s happening with Nemesis,
keeping players easily informed.
Ten
Ton Hammer: One of the things I’ve really enjoyed about the
game is the way many of the major systems and gameplay mechanics all
link together in some way to form a cohesive experience. Do the Nemesis
and Omega systems share that type of direct link at all, or are they
wholly separate aspects of the game?
Bill
Roper: They are
mostly
separate but we do have plans moving forward for how to tie those
together to have some cool Omega/Nemesis stuff, although
that’s more a case of being something for once we get out the
door. I think the way that they’re the most directly linked
is the fact that they’re both designed to be repeatable
systems, so we anticipate players going through and doing a lot of the
Omega stuff in a way that it’s something they’ll
want to come back for every day and I think the Nemesis system is going
to be the same way. But in terms of direct tie-ins between the two, I
think that is definitely on the plate.
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