Ten
Ton Hammer: Imagine that we’re playing on a brand new server
and we’re playing low level characters. There are rifts
opening up everywhere. Is that controlled by you guys? By the time we
were higher level, wouldn’t the higher level areas be overrun
and we would have to fight to take back those areas?
Scott
Hartsman: Again, for specific
initialization commissions, which is what you’re describing,
that’s the kind of things that we’re tuning. Is
that going to be the most fun for people? Is that what people are going
to enjoy the most? That could very well be the case. You could be the
first guy in the world to hit Shimmersand Desert, and you could be the
first one beating back the footholds that have been set up there for
weeks and maybe you get an achievement for that. Is that something we
could do? We could absolutely do it that way. There’s a lot
of different ways we can tune it from here. I’m not too
worried about how it presents itself that first time. I’m
more concerned that there’s enough interesting things going
on and making sure that no matter what level you are, you always have
your choice in whatever activities you want to be doing across the main
types of activities that we have in the game.

Ten
Ton Hammer: Say our server is humming along and everybody is having
fun, then a Hartsman server is created. Everybody flocks to that new
server. Is our server screwed by all the rifts? What happens if, God
forbid, a server population gets really low? What happens with all the
rifts?
Scott
Hartsman: That’s
the beauty of having a dynamic system, because we’re the ones
in charge of saying what happens. Again, you don’t want a
game where you turn players into janitors of the landscape to where
their primary activity is going around repairing and sweeping up the
damage. We want to make sure that there’s enough activity so
it’s fun, enough activity so there’s danger, but
not too little activity where you don’t see anything or too
much activity where the world is quickly overrun and the people are
screwed. Again, those are matters of tuning and the first knobs that we
exposed. Those are the things that we try to adjust to get the most fun
that we can.
Ten
Ton Hammer: Speaking of the world and the rifts, how big is the world?
What kind of size are we looking at here?
Scott
Hartsman: The easiest thing
we could have done, literally, is create terrain. We could have created
a larger world space than has ever been created in MMOGs and ship it.
We can do that. The problem is that that’s not fun, because
creating empty space, while creating a feeling of holy crap –
this world is gigantic, also creates annoyance in travel time and you
end up with a very low density of interesting things to do. To us,
it’s about making sure we have enough interesting things to
look at, but still make it big enough so you feel that
there’s a lot of things left to explore. Somewhere in there
is the balance point of where our world is. On top of that,
there’s also making sure that there’s interesting
dungeons and interesting raid zones and interesting war fronts along
the way to tie the story together. To us, it’s about the
quality of any given piece of world rather than just flopping down any
number of height maps saying, look, we have the biggest world in MMOGs
ever. We could do that and we’d probably get some press out
of it, but it’s not what we want to do. We’re
looking at having a high density of interesting things to do.

Ten
Ton Hammer: I like the point you made about players not being forced to
being janitors of the world. I hate games that force you to do things
along those lines. I know some hard-core players love being forced to
take part in events to keep the world balanced. Is Rifts geared more
towards the casual player or the hard-core player? Or perhaps somewhere
in-between? How do you balance that?
Scott
Hartsman: I guess it depends
upon how you define hard-core and casual. There’s been years
of debate on the blogs, the boards, and the sites about what those
words even mean. For the sake of giving you an answer, let’s
assume the amount of time in a week that a person spends playing a
game. Our goal is to make sure that if you’re heavy on that
scale, you have stuff to do. If you’re light on that scale,
you have stuff to do and you should feel that you’re able to
make the same progression at a rewarding rate. That’s what
we’re about. If you want to succeed as being more than being
relegated off as a niche game, you have to make sure that you have
enough going on in the world and that you’re attractive to
enough people so that critical mass can build and people can migrate
over with their entire group of friends. In order to do that, you have
to make sure that you satisfy enough of the types of players that are
out there, and that’s what we’re looking to do.
Ten
Ton Hammer: Is the game geared towards soloing or grouping? Can you
solo everything or are there things that you need a group for?
Scott
Hartsman: It depends upon
what you mean by everything. The overland world and the overland quests
and the path to max level do need to be a fun and rewarding experience
to the solo player. We’re probably seven or eight years out
of any game succeeding that hasn’t been compatible with
people who just want to play online in a world around their friends.
That is a valid, and I say dominant, style of gameplay these days. At
the same time, you want to onramp into interesting group activities and
raid activities like instances and war fronts.
One thing that is unique to us is that we have this dynamic content
layer which opens up a whole brand new style of abilities for us to get
people into groups in new ways. I can walk over to a rift, see you
guys, and start helping you out. Even though we’re not in a
formal group, we are implicitly grouping and helping each other out. We
all probably appreciate that the other players are there. Maybe we then
decide to form a real group and go off and hunt a major rift with some
major invasions, which are group content. Perhaps we bump into some
other groups and we decide to join together and go off in search of an
epic rift invasion, where now we’re doing raid content
together. The addition of the dynamic layer actually gives us a lot of
flexibility in trying to bootstrap people more into groups or raids who
might have never given it a shot. If you ask me, that’ll be a
huge win if we can pull that off because most of my fond memories in
MMOGs have involved grouping and raiding.
It’s not that people don’t want to group or raid;
people don’t want to deal with the pain-in-the-ass of getting
five, six, or twenty people together. They don’t want to
waste time. They want to get online, play the game, and have fun.
Again, it’s not that players don’t want to play
with other players; it’s that players don’t want to
go through the pain-in-the-ass hassle of forming up with other players.
So we think if we can provide that opportunity through dynamic gameplay
with rewards, they’ll take that shot.

Ten
Ton Hammer: How does the holy trinity of MMOGs (DPS, healer, and tank)
fit into the game? With all the combinations that you can have, how do
you determine what’s what?
Scott
Hartsman: We do have a lot of
combat roles and it’s more than the holy trinity. We also
have control and peer support because we want people to be effective
doing a lot of different things. The trinity itself has its ups and
downs. It’s incredibly easy for people to understand and that
is important. At the same time, let’s say you have a support
class that’s geared to help DPS perform a full third above
their peak. That’s a big thing, and you don’t have
to worry so much about other support roles because the one you have
makes your DPS kick so much ass. They’re happy because
they’re playing an effective support class. Again,
that’s been impossible since all the support classes for the
last seven or eight years in MMOGs have all been balanced for fun to
solo, fun to group, fun to raid, fun to PvP, etc. Because of those
restrictions, you couldn’t make a fun support class anymore,
but we’re able to do that.
Ten
Ton Hammer: Give us one final word on Rift.
Scott
Hartsman: Rift
is a real, honest-to-God MMOG. We’re not kidding. Once you
can give it a shot, please do. Once you do, you’ll realize
that we mean it. It’s a real game. It’s coming
soon. Once people try it, they find it to be a hell of a lot of fun.
Listen
to the interview on Ten Ton Hammer Live!
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