Ten
Ton Hammer: Speaking of moving forward then, how would you describe
your long term strategy for things like content updates or possible
expansions?
Bill
Roper: You definitely have to
start planning that stuff out in advance. We’ve already got
an event planned for the end of October…
Ten
Ton Hammer: Would that be the mysterious “Blood
Moon” I just saw mentioned…
Bill
Roper: In my latest state of
the game discussion? *laughter* Yea, I did put that in there.
We’ll be putting something official up on the site about that
hopefully by launch. One of the things we really want to be able to do
is communicate to players, so even if they get the game on day one
they’ll already know we’re working on the next
content that they’ll be getting. I think that’s a
really important thing to put out there. I know that as a player of
MMOs I like knowing not only that devs are working on something, but
that they’re working on something they can tell me about.
So we’ve been getting some concept assets over to the
marketing team so they can put together some pages that can get put up
hopefully by the time the game goes live on the 1st. And that will talk
about the Blood Moon event and what players are going to be getting. So
that will be the first big free update that we do.
The upside is being able to get a good head start on that, especially
with the art since the artists typically finish fist. By us having a
longer beta period, that really allowed them to start working on new
stuff in design and things like that. So the content guys, as
we’ve been able to peel people off when their areas are done
we’ve been able to move them over to do some different
things. You always have to keep enough people on to fix the bugs and
get corrections done, but as we were able to actually peel people off
when they were completed – and art is a good example since
they’re always the first done – we can get them to
start working on some new things.
It’s a real balancing act, a lot of juggling where
you’ll look at things like, “this is what
we’d
like
to get done, so how can we schedule that?” But you always
have to work on what
needs
to get done first. And this is the hardest time, because not only are
you trying to plan for the future so there’s a good stream of
content coming up for the players, but at the same time
you’re actually finishing the core game. As I’ve
had to assure all the devs, it actually gets easier once the game is
out. You’re still always working and always making stuff,
responding to players and fixing bugs but at the same time
you’re not “finishing” the core game.
But yes, there are definitely plans for updates and ways that
we’re going to expand the universe moving forward.
Ten
Ton Hammer: As far as the core game is concerned, we’ve
already covered quite a few of the major gameplay components in our
interviews so far, though we haven’t really touched upon
crafting as of yet. How essential would you say the crafting system
will be for overall character advancement?
Bill
Roper: I don’t know
that I’d necessarily say that it’s
essential.
You certainly could go through the entire game without crafting or
getting an item that was crafted, but I think the way crafting helps
the most and
can
become an essential component is if you’re doing really
interesting hybrid builds. All the crafting schools have different
stats they focus on, so at the high end they tend to focus on a trio of
stats. So you’ll find high end items that care about three
different stats predominantly.
The reason I bring that up is that when you really get into some more
advanced mechanics of character building, you’ll notice that
at the basic level there two main stats that each power set cares about
which you can then take a look at when you start mixing and matching.
For example I made a character that was a mix of Might and Darkness.
Might cares about Strength and Constitution, and Darkness cares about
Constitution and Endurance. So by mixing the two I end up with three
main stats that I’ll care about, and crafting is the place
where I’ll have the best chance of getting items that focus
on all three.
I could more than likely find some random, algorithmically generated
items that could fall off of an enemy, but with crafting I can pick a
school or specialization that specifically cares about those three
stats. So if I’m getting into that advanced gameplay of
creating characters focused on certain stats or characteristics,
crafting is the best place to go to specifically get items that cover
that end of things.
One of the other cool things with crafting is that each of the
specializations has two unique action figures they can make, so for
players that are into the collectible aspect of Champions I believe
there are a total of 18 different action figures you can get through
crafting. Even though we weren’t dropping the action figures
during the beta, I know that a lot of players are really excited about
that collectible aspect.
When we were at GenCon we were talking to some people who really love
that kind of thing, and they were saying things like, “I
really love getting all the badges in the ‘City of’
games, and these are like visible badges!” So they were
making that kind of interesting comparisons. I know that I love
collecting stuff in a game, so I think it’s a neat, fun
extension of that. And we really do treat them like little action
figures.
Overall I think crafting is not a requirement, but it’s cool
to do and you can make some really specialized stuff. I think that for
players that get more into the mechanics of the system that can become
something that will really augment their character well.
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