While the news that Turbine is in the process of creating a console
massively multiplayer online game may not be entirely novel, up to this
point the gaming community has heard very little about the actual
development of said title and how Turbine is handling the relatively
new frontier in massive gaming. At this year's San Diego Comic-Con, Ten
Ton Hammer's Cody “Micajah” Bye sat down with
Henrik Strandberg, Executive Director of Product Development for
Turbine, to first discuss his company's achievements with revitalizing
the
Dungeons and
Dragons Online franchise and then exploring the hurdles
and advantages when creating an MMO for the console market. The
discussion is frank and genuine, so if you're interested in learning
more about the future of DDO and Turbine's console MMO, keep reading.
Ten Ton Hammer: How has
the free-to-play part of DDO been received so far by the community and
the fans?
Henrik Strandberg: I
think the volume of people interested has exceeded our wildest
expectations. We knew there were a lot of people out there that were
interested in the game, but the sheer amount of people that signed up
for the open beta… I think we’re happy with how
everything held up really well even though we haven’t seen
volumes like this since the game launched.
Ten Ton Hammer: So,
how’s that transition going to work with characters already
[in DDO]?
Strandberg:
For an existing subscriber, it’s really not a huge
difference. I think the only thing they will notice that there are a
lot more people in the game and they can access the in-game store
whenever they want. For an existing subscriber, it’s really
not a huge difference. Obviously, a lot of the gameplay mechanics, a
lot of the stuff we put into place to make this kind of change to the
game, havebeen rolled out over the last year. We talk a little about
the Hireling system, for example, to make the game a little more
solo-friendly. We felt at launch it was maybe a little too true to the
D&D experience.
Ten Ton Hammer: So the
Hireling system was a little too close to the way D&D was at
the beginning?
Strandberg: Rather
the fact that at launch so much of the content was group-based and
required you to have a pretty well-balanced group, which is very true
to the original pen and paper game.
While it was very faithful - we had a game that was really close to the
experience of pen and paper D&D - we also realized that in a
modern MMO it just has to be more solo friendly. So weinitially added a
solo setting to the dungeons in the game and then went to work on the
hireling system which we rolled out late last year. Hirelings
is only one example of the types of systems and content we started
looking at to put in place before we launched. I mean
“launch” is maybe not the right word, but it is
kinda what we’re doing.
Ten Ton Hammer: Right.
There is a lot of relaunch marketing that is going on. You’ve
got a different name and a big marketing effort.
Strandberg:
Yeah. When we started looking into everything we needed or that we felt
should be done to just give it a better chance to appeal to more
people, the Hireling system was very high on the list. Making sure that
we had the level cap all the way up to 20 just like in the pen and
paper game. We took some flak for that at the original launch of the
game. It just didn’t include everything that was supposed to
be there. Obviously, also a lot of tuning and tweaking. We had a second
look at the combat system and how we could make that a little more
intuitive.
But I would say that other than those overall quality improvements, we
were making [DDO] more accessible while also delivering all the content
and all the features that people would expect from the pen and paper
game. By far the biggest change is you basically get to choose your own
payment plan.
Ten Ton Hammer: An a la
carte system...
Strandberg: Exactly.
I think that’s the best way to explain it. If
you’re the type of player where you only get together once
every two weeks to go raiding with your friends, that’s
perfectly fine. Or maybe the players in that group will go in and
purchase the dungeon pack, share it using their guest passes, and that
is the way you want to experience the game, we shouldn’t have
to charge everyone $15 per month.
And then of course if you run into problems while you are in the
dungeons associated with your equipment, you can just go in and buy
items that help you get through those rather than having to
go out and do some crafting or do some additional grinding just to be
better prepared next time you tackle it. So it definitely caters a lot
better to a wider player profile.
Ten Ton Hammer: It
probably wasn’t obvious when it was built, but do you think
DDO as a whole is more geared toward that sort of small group get
together with your buddies rather than, say, The Lord of the Rings
Online or World of Warcraft?
Strandberg: At
launch? Definitely. One of taglines that was passed around was
“Friends don’t let friends play solo.”
And that was one of the creative concepts for the game. It was very
true to the D&D lore and as a result was designed to be
group-based to get the most out of it, you needed a pretty balanced
party.
As you know from playing a lot of MMOs, getting a good group together
to do a raid or a high level instance, once you have beaten the last
boss, it’s like, “Holy crap! That was
awesome!” It’s pretty intense. While that is still
a key concept of any MMO today, we also appreciate that it’s
sometimes hard to find exactly the right group. Maybe your friends
don’t have as much time as you have or the other way around.
So we made it more solo-friendly.
Comments
Post your comments »
Read all 8 comments and add your thoughts! »