In
our fourth exclusive interview with Trion Worlds, Ten Ton Hammer
probes ever deeper into the upcoming
Rift: Planes of Telara
MMOG. This time, we talk to Lead Systems Designer Cameron McNeil, who
goes into depth of the combat system in
Rift.
The combat-themed discussion also touches on various abilities, soul
trees, the user interface, and even PvP. If you wish to have a question
answered in a future interview, please submit them in our
official
Rift
forum.
Ten
Ton Hammer: For most MMOGs, the heart of the game is the combat system.
What about Rift:
Planes of Telara? How does that combat
system work?
Cameron
McNeil: The combat system in
Rift
is very similar to other traditional MMOG combat systems.
There’s ability selection, target selection, cast times,
cooldowns; if you’ve played an MMOG, you’ll
understand the core fundamentals on how the game plays. A lot of what
happens though depends on your class, what you’re doing, and
how you want to play the game. We don’t want to change the
fundamentals of the game. We want to change what sits on top of those
fundamentals and the things that make it fun. Pressing
“1” to swing my sword, changing that
isn’t necessarily what we want to do. What sword do you want
to swing?

For a given fight, depending upon my class, I’m going to find
my target, I’m going to start off by throwing a
damage-over-time spell, I’m going to hit my instant,
I’m going to start throwing around my bread-and-butter
fireball, and when they get close to death, I’m going to
finish them off either with my instant, which has hopefully cooled off,
or with another ability that will hit them harder when
they’re under a certain amount of health.
For harder pulls or larger mobs, I’ll throw in some crowd
controls, pop a cooldown, drink a potion; all the things you would
expect to do in an MMOG.
Ten
Ton Hammer: Basically, it’s along the philosophy of
“if ain’t broke, then don’t fix
it.” Would the advantage here be that it sounds like the
system would easily be picked up by players if they’ve ever
played other MMOGs before?
Cameron
McNeil: Yes, very much so. We
want people to sit down and start playing immediately. Having never
played
Rift
before, you should be able to pick it up and go, “Hey! I know
how this works. Let’s start killing stuff!” What we
have is an incredibly flexible soul system that allows players to
create their own classes and play style. What we want is for players to
define how they want to play, which abilities to use, what effects they
want, and the general strategy. That’s where we want our
players to feel that our game is different. That’s what we
think is fun. It’s not in pressing the
“1” button, it’s in my choice as a player
deciding on what I’m going to do.
Ten
Ton Hammer: How many abilities are going to be within a rotation?
Obviously, you can’t give exact examples, but do you think
it’ll be a lot of rows of hotkeys that people will be using
or is it going to be five to seven main abilities that people will
rotate through?
Cameron
McNeil: Each class has
generally about 20 abilities. We certainly don’t expect you
to be using all of those. A lot of those are situational, and a lot of
them are reactionary. In my general rotation, four or five abilities
are might what I throw around. If something happens, I have access to
other things. A lot of it depends upon your class as well. If
you’re a stealth class, you’re going to have a few
more buttons that you’re going to use. If you’re a
class that’s going to set themselves up as a tank, then
there’s going to be one or two more things that
you’re going to do at the start of combat. We don’t
expect you to be pressing the one through nine buttons in order before
looping back to one again.

Ten
Ton Hammer: Would you say that you have the standard arsenal of
damage-over-time, direct damage spells, AoE spells, and that sort of
thing?
Cameron
McNeil: There are certainly
those abilities in there, and more abilities sitting on top that you
don’t see around the place very often. Your standard MMO fare
is in there. That’s your meat and potatoes, and
there’s a little bit of desert thrown in on top of that as
well.
Ten
Ton Hammer: Does that mean that we’ll see the holy trinity
return in combat, where you need to have a tank, a healer, and a DPS
class?
Cameron
McNeil: Yes you do if
you’re going to attempt a dungeon or a raid, but unlike other
games, who your tank is might not always the same person. If the
warrior isn’t on for the night, someone can change their role
quite easily and use the options in another class. Just because there
is a holy trinity, it doesn’t mean that you have to have the
warrior, cleric, and the mage.
Ten
Ton Hammer: Talking a little bit more about the combat on the screen,
some games tend to get so intense with ability rotations that you find
yourself focusing on the UI and not the combat itself. Would you say
that that is something you’ve been trying to avoid?
Cameron
McNeil: It’s
something that we’re very aware of. There are things that we
try to do to make sure that the information you need is easily
accessible onscreen. We have an incredibly talented UI department who
are looking at these things all the time. How do we make this better?
How do we make sure that your focus isn’t sitting on the top
left or the top right corner of your screen? We want you to be looking
at the center of your screen. We want the effects to be meaningful. We
want you to know what everything means. If something happens and you
have to react to it, there should be something sitting there to help
you know when to do it. You shouldn’t have to look at the top
right hand corner of your screen and go, “Oh! That little
icon has popped up.”

Ten
Ton Hammer: Do the abilities have ranks?
Cameron
McNeil: Yes. If an ability
requires a rank, then it has a rank. For example, how much your
fireball hits for. That’s going to go up in ranks. Something
like a Silence, we don’t put ranks on that. It’s a
single ability. You buy it once and it’s there now.
There’s nothing else there that needs to rank up on it.
One of the reasons for that is when you do get a new rank in an
ability, we want it to feel special. We don’t want it to be
that you go up a level, and now you’re hitting for one more
extra point of damage. We want you looking forward to getting those new
ranks. When you get a new rank, it’s like,
“Awesome! I’m hitting for more damage now.
I’m healing more now. This makes me feel better as a
player.”
Ten
Ton Hammer: You’re bringing meaning back to leveling again?
Cameron
McNeil: Yes.
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