MMMOGs
(Mobile Massively Multiplayer Online Games) are coming to the
iPhone and iPad in the form of Pocket Legends,
developed by Spacetime Studios. Ten Ton Hammer sat down with some
members of the development team at Spacetime Studios-- Jason Decker
(Assistant Art Director), Cinco Barnes (Vice President and Creative
Director), Gary Gattis (Co-Founder), and Jake Rodgers (Art Director and
Co-Founder)--to discuss this revolutionary game that blazes a new trail
in the gaming frontier.
Ten
Ton Hammer: Tell us a little bit about Pocket Legends.
Cinco
Barnes: The game is an
action RPG that really focuses on cooperative play and has a lot of
depth of character. The team really started off with simple core
concepts. A lot of us are old MMOG burnouts from big projects, so we
wanted to cut loose on a platform that we’ve grown to love.
We’ve done research and development and released several
titles on the phone. So when it came time to do something that was
really close to our heart it made sense, with our core skill sets, that
it’d be really fun to make a simple MMORPG. But with that
simple core, we started a whole lot of stuff.
There’s a lot to this that you don’t see in other
MMOGs. There are some things in this that we’ve wanted to do
for awhile, and it’s strange that it comes out on such a
petite device. There’s some really good game play in this,
especially between groups in the way that you can multiply powers by
working together in a coordinated fashion. We also wanted to do a cute
game; do something with animals in it that didn’t take itself
too seriously and had a lot of room for humor; something that would
give us, as developers, a chance to really have some fun together,
build something that made us laugh and made us want to play together
online.
Ten
Ton Hammer: Can you tell us a little bit about the classes? Is
everything split up into the standard roles of tank, healer, and DPS?
Cinco
Barnes: Yes, we do have that
holy trinity. The fundamental classes include an archer class, which is
our avian species. He’s a bird and he’s great with
the bow and dagger and he’s really strong in dex when he
starts. The stat system is fully configurable so he can get a lot more
powerful and he can get more intelligence to improve his mana and stuff
like that. Basically, he’s the DPS class and he’s
going to have the advantage, statistics wise, of being able to handle
all the bad-ass machinery all the way from an automatic flaming
crossbow to the longbows of frost and fire.
There’s also an enchantress class and she is the elf. This is
one of the most important species in the storyline, and this character
is a healer, and handles that role for the most part, but has a
tremendous amount of spell DPS. We really wanted to have our support
class able to devastate and make that something that isn’t a
painful choice for characters, but instead have the sheer reality of
being able to handle all this magic power. One of the big concerns for
the designers for stuff like this is thinking about the future, and
we’ve got some good ideas for classes that are going to come
out later on that will help these core classes retain their main roles.
The final class is the warrior and this is a straightforward tanking
class, but secondarily does DPS like you’d expect.
He’s also this bear, the Ursen. This bear character has some
neat species abilities such as being able to roar and scare folks. He
has several really unique crowd control abilities that bounce the guys
around when he stomps on the ground and pulls aggro away from the group.
So, the game includes the main classes you would expect, but our take
on them is pretty fun. It’s streamlined and it’s
got a lot of rock-and-roll to it. That’s what we’re
starting with now, with plans to expand in a couple of logical areas.
Jake
Rodgers: It’s fast
and it’s funny, basically, and it is the traditional roles.
Comments
Post your comments »
Add your thoughts to the discussion! »