A look at the past, present and future of Champions Online
The
last few days leading up to a major MMOG launch is an exciting time
for the developers and fans alike, and
Champions Online
is no exception. Ten Ton Hammer recently had the opportunity to sit
down with Bill Roper to discuss the end of the open beta, the
importance of player feedback and what kind of content updates players
can look forward to once the game officially launches on September 1st,
including a sneak peak at the Blood Moon event coming this October
(Hellgate London fans may recognize the name Blood Moon from the
infamous “Not a Fit Night Out” achievement).
Ten
Ton Hammer: How are things at Cryptic on the last few days before the
official launch?
Bill
Roper: Things are good
– we’re wrapping up the beta and trying to push for
some last minute fixes. It’s been really good especially from
the standpoint that we’ll have a lot of stuff based on the
things we’ve done this week since the open beta started
– there’s been lots of good feedback.
We’re finding lots of bugs that we couldn’t find
without having the concurrencies of 10 or 15 thousand people. You test
a lot of stuff with bots but then once you get live players on it
always causes aberrant behavior.
And then there’s some balance related things too. We
weren’t really able, even in the closed beta, to get
significant statistical numbers at different level ranges, such as
being able to look at the XP curves. We knew it wasn’t right
but when we got all the people on in open beta that was when it became
apparent that it was really broken.
Whenever you do testing and you make changes, you tend to swing the
wheel far over for course corrections. I think that’s one
thing that a lot of people don’t realize is that you have to
do that. People will ask, “why not make just little
changes?” If you think about sailing a ship it’s
kind of like you’re going really far to starboard, so you
need to swing the wheel hard to port to make a big course correction.
Then you can say, OK we went too far, let’s move it back
over.
Ten
Ton Hammer: Hitting those two extremes seems like it would be the most
helpful for data collection at this point too.
Bill
Roper: Yep, and it is. You do
have to really kick over hard in one direction. That’s what
we recently did with experience. We knew that players are grossly
outstripping content, to the point where players were able to basically
skip entire zones, so it was really broken. We decided to swing hard in
the other direction so it’s like now there isn’t
enough content for levels, so we really made a big adjustment but we
could tell we were close. From there we know we can go back in the
other direction and ease off of those changes.
The goal is so that players are definitely above the par. We like
people being above the curve so it’s not like you have to
complete every shred of mission content to be able to hit level cap.
It’s OK if somebody skips missions or doesn’t find
some of the discovery missions and things like that – they
should still be able to level without having to grind.
It definitely caused a big panic and furor with some people in the
forums, so we had to explain that this was just a course correction.
Amongst a few people in every game that I’ve ever worked on
they love to ring that panic gong where it’s like,
“it’s the end of the world!” It seems
like that happens in every game ever made. I think the thing
that’s interesting about MMOs is that you see it happen; even
single player games do that, but it’s all done internally.
You’ll make a big change like that and it gets kicked out to
your internal test group and QA people, and you’ll get the
same panicked feedback from your QA guys, so that even happens
internally and you’ll have to let them know,
“don’t worry, we’ll fix it.” In
the MMO space you’re doing that, but for a lot of people.
But you really have to do that tuning, or move that dial one way or the
other before you can fine tune it.