Every
time Ten Ton Hammer had a chance to see
Rift: Planes of Telera,
the more excited we became. After getting our grubby mitts on the game
at E3 2010, we tracked down Scott Hartsman, Chief Creative Officer and
General Manager of Trion Redwood Shores Studio, in order to have him
more fully explain classes and characters having multiple souls in the
game. After some “persuasion,” he agreed to talk.
Ten
Ton Hammer: The response to the E3 2010 class system seems split
between those that think that Rift is simply co-opting
talent trees with the soul tree system, and those that are a little
overwhelmed with the possibilities. What would you say to the former
crowd? Would you say it's your own take on talent trees?
Scott
Hartsman: I actually kind of
wouldn't. For those who say that it's just talent trees, the only
thing I have to say is that once you play it you will totally
understand. Just to give you an example from the character I
most recently rolled, I chose a warrior. I still had choices with just
the one soul up through the first fifteen levels, and it's cool and
it's fun. It gets drastically different when you're faced with the
choice of what your second soul is going to be - it's reinforced through
the fiction and you're this awesome ascended being, therefore you have
the ability to control multiple souls. You're making an active choice
as to what the next path is that you're going to choose.
It's so different than staring at the same three panes that don't
really involve a whole lot of choice at all. With our system, you can
customize it down to which individual abilities out of these classes
you're going to take. We err on the side of being a little bit too
generous, intentionally, in giving you choices also. For example, say
my first soul has a melee finisher that's okay, but my second soul has
a melee finisher that's actually quite an upgrade, so when I get that
second soul I can use one of my attack point builders from my first
soul, add a finisher from my second soul, and it really drastically
changes the results. By being smart, you can determine which abilities
work together to give you the best damage. It's choices at the micro
level like that, as well as at the macro level - which 2 or 3 of these
choices do I want to have at any given time?
Letting people get a hands-on with it is about the best thing that we
can do. All through E3, it was really cool to watch people's eyes light
up as they play when they realized, 'Whoa, I was a healer up until five
seconds ago, then I slotted this other thing and now my cleric also has
this mage-like DPS ability too? This is actually fun! I totally get it
now.' We're just looking forward to more people being able to try it
out.

Ten
Ton Hammer: So for the 'just a talent tree' crowd, the core message is
that these abilities and enhancements interact with each other across
souls? And that applies to all souls?
Scott
Hartsman: Absolutely; lots of
different interactions at different levels.
Ten
Ton Hammer: I was going to ask if players can 'double up' on souls, but
from your illustration it doesn't sound like that would make much sense.
Scott
Hartsman: Doubling up in the
literal sense - absolutely not. But what you can definitely do is
effectively double up by just investing in one soul all the way to the
end. That's a perfectly valid way to play also.
Ten
Ton Hammer: So if players envision a very limited role for their
character but want to be very good at what they do, they don't have to
explore the myriad possibilities you're offering them?
Scott
Hartsman: Yeah. If I have a
tank soul, I can go all in. I mean, I can go all in on that sucker the
entire way. That's going to give me root abilities that are only
available to people who do just that.
Ten
Ton Hammer: So with all of these choices at hand, let's talk a little
bit about the inevitable - revising your choices with a respec. Could
you describe the respec options you're planning to make available to
players?
Scott
Hartsman: What we're going
for is, I think, pretty ambitious for a launch feature set, but this is
one area that there was no way in hell that we were going to skimp
on. What we are doing from the outset is, yes, you absolutely
can from the outset go to a trainer and pay (with in-game currency) to
reset your souls. You can then re-invest those points any way you
choose.
Characters will also have multiple attunements - multiple specs - from
the get-go, so you do have the ability to buy multiple specs
immediately in the game. All of those have hotbars saved with all of
your loadouts, and once you have those multiple loadouts, you can
switch between them in the field.
For example, my current character has a high-end DPSing plate-wearer.
He's got his 'I am übertank' spec, which is mostly invested in
a single tank soul. He also has a hybrid soul where he's 50-50 with a
DPS soul to really plow through soloing, questing, that kind of stuff.
I can switch back and forth between those two anytime I want, and later
on I'll go buy a third spec. And maybe later on when I find a different
role for myself - PvP perhaps - I'll buy a fourth spec. The idea is to
give players the ability to come up with loadouts that they like and be
able to switch them at will.

Ten
Ton Hammer: And you can pick up multiple attunements at any level?
Scott
Hartsman: This is an open
question for us - should we tie multiple specs to different level
ranges - i.e. I can buy a second one at 15, a third one at 30, and so
on. But the more I play the more I think we don't want to do that -
just open them up all at once instead of trickling them out over time.
Ten
Ton Hammer: How are players' ability points divided between these
multiple attunements? Are you picking and choosing between abilities
you've already bought, or is there a separate point pool for each of
your attunements?
Scott
Hartsman: You have one pool
of points for your character. At level one you have 1 point, at level 2
you have two, and so on. It's which places you choose to invest those
points is where it goes.