In
the latest episode of
Ten
Ton Hammer Live!, Jesse and Ben
sat down
with Scott Hartsman, Executive Producer of
Rift: Planes of Telara.
In this wide ranging interview, they discuss many of the unique
features of
Rift
such as the class system and the dynamic world setting. If you be
either Guardian or Defiant, read on!
Ten
Ton Hammer: For those who have been living in a cave or under a rock
and haven’t heard of Rift:
Planes of Telara, can you tell us
something about the game?
Scott
Hartsman: Above all,
Rift
is a high quality, AAA fantasy MMOG that evolves the genre in
interesting ways and revolutionizes it in a couple of others. You have
this entire world in peril; the world is facing complete annihilation
from the power of the Blood Storm, which is a swarm of gods that have
been caught up in their travels through the universe and they have
their eye on this planet. On this planet, you have two ideologically
opposite factions, the Guardians and the Defiant, and they’re
both trying to figure out how to save the world in two incredibly
different ways. Also on this world, you have all of these rifts from
all of these different planes of existence opening up to either swallow
the world or attack the world or take from the world into themselves.
So, you have a world with an eight way war going on, and it’s
a game about why your side is right, why the other side is wrong, and
what is the best way for you to go around fixing everything wrong with
the planet.

Ten
Ton Hammer: What I like about this is the different spin from other
MMOGs. What else is different compared to all the other MMOGs out there?
Scott
Hartsman: Sure,
that’s the first thing everybody wants to know. Fantasy MMOGs
are a pretty crowded space. There are a lot of games out there, there
have been a lot of games out there, and I think it’s fair to
ask why the hell I should care about you? I can go on about this for a
couple of hours, but the two biggest things that grabs everybody right
off the bat and makes them understand that there is something really
cool and unique going on here is, first, the entire world is dynamic.
What I mean by that is that we have this game that has all of the
elements that people have come to know and depend on in fantasy MMOGs.
It’s got quests, items, levels, and all of that stuff. Then
on top of that, we have this dynamic layer of things going on in the
world that represent this global struggle. Think of it almost as a LAN
controlled game where you have rifts opening up from these other
dimensions, big massive social events taking place in this world where
people can just walk up and join in starting the fight. It goes one
step beyond that as these invaders are actually trying to take over the
world. What I mean by that is that they are literally trying to attack
all of your outposts and set up their own footholds in the world
because they are out to take over the world. The invaders
don’t necessarily get along with each other. Every one of the
planes is controlled by a different god, and every one of them has
their own wants, their own needs, and their own desires. They are using
this world as a stage for their own grand battle, and the players are
caught up in the middle of it. It’s on the players to try to
survive in this world as well as to push back the invaders and take the
fight to the invaders as well as taking the fight to the other side.
That’s one of the things, the entire layer of dynamic
activity of large scale events that is always going on.
The other difference is our class system. We set out, very
intentionally, to create a class system where people would be free to
make choices that actually matter. You can think of any class that
you’ve ever wanted to play in an MMOG or any class that you
have been able to play in an MMOG, and, chances are, you’ll
be able to find a way to put that class together in this game. This is
all about taking all the fun of investing in different classes,
spending points, and getting cool abilities and creating what you want
to play out of those component parts. The way we do that is that we
have this concept in the game of once your character starts out in the
world; you’re actually what we call an ascended soul. That
means that your soul is so strong that you died and your soul came out
the other side and you have the ability to control multiple souls and
you’ll learn to control even more as you level up. At the end
of the game, you’ll be controlling three different souls that
are effectively three classes, and you get to choose which parts of the
three classes you wish to take into yourself. We expect, and already
see, players taking a ton of time experimenting with different builds,
different class combinations, and different tricks that they can use to
play the game. It’s a game where we don’t just want
the content not to get old, but we don’t want the classes
themselves to get old. The idea is that you can keep playing with this
over and over again and have fun with it for months and years.

Ten
Ton Hammer: Trion Worlds is a new company. Can you tell us about the
expertise you have in the company on this game?
Scott
Hartsman: Sure, the Rift team
is up here in Redwood City, California. The team numbers over a hundred
people, and I have gone through the exercise of adding up all of the
games, single player and MMOG, that everybody on the team has worked
on. It turns out that it was over two dozen online games and platforms
and another two to three dozen single player games. From the MMOG side
alone, we have people who have worked on games that most players would
be familiar with, such as
Everquest,
Everquest
2,
World of Warcraft,
Dark
Age of Camelot,
Warhammer Online,
and even some of the smaller games. A lot of us come to this with our
own experiences and lessons that we’ve learned in the past
and we’re really trying to improve on the things that all of
us have learned. It’s been great to make a game within that
environment with that much experience. In a way, while we’re
sitting here together, we’re learning from each other.
I’ll be the first guy to admit that there’s people
on this team who’ve worked on games that I wasn’t
part of and just being able to learn from them in ways why they think
that this will work, why this won’t work, and why this
doesn’t work so we should do it this way, has been fantastic.
Ten
Ton Hammer: I think that you’re being modest. For those who
don’t know who Scott Hartsman is, he was the guy that really,
and forgive me for being blunt about it, put Everquest
2 on the map. In terms of
your MMOG knowledge and experience, as well as your style and
creativity, it really brought that game forward. I think that you have
a great team over there.
Scott
Hartsman: I definitely
appreciate it, but I can’t take credit for all that. Yes, I
was the guy in charge after that thing launched, but at the end of the
day, it was all about empowering developers to make the decisions that
they wanted to make about things that they felt strongly about and
could back up after actually playing the game. I mean that is such a
critical thing, and it’s one of the core tenets of this team
too. At this stage of development, we have more people who have been
playing the game for months on their own personal time than any other
game that I’ve worked on. It’s something that has
worked really well for us. As you mentioned, it worked well for us in
the past on
EQ2
also where you take the people who have the hands-on
experience… there’s just this entire other level
of information that you only get from sitting in your own chair at your
own computer at your home, trying to play the game. You know
what’s frustrating; you know what’s not in a way
that really helps inform all of the data that we’ve pulled
from all of these games to see what’s working and what
isn’t. If you ask me, it’s more about empowering
people to do that rather than one guy chucking down proclamations from
up high. It’s making sure that the people have the tools to
do their job.
I’ll be the first to admit that I’m no better or
worse than a lot of other people. I’ve learned stuff from
fairly junior people and I’ve learned stuff from fairly
senior people, and I like to think that it goes both ways.
It’s mainly about making sure that there’s an
environment where everybody can be in on the conversation.

Ten
Ton Hammer: You were talking about the class system. Can you give us
more details? Are there any limits to it?
Scott
Hartsman: Absolutely. When
you create a character, you pick your calling. Your calling can be
considered an archetype. You decide whether you want to be a warrior
running around in plate mail or a mage running around in cloth armor.
Once you choose that, and what that does is fix the type of armor that
you can wear and the power system that you’re using. For
example, warriors use attack points, mages use both mana and a mechanic
called charge, and so on. Every calling has their own power set and
armor type. Inside that calling, you have a set of souls to choose
from. Some of the souls you start out with, some of the souls you
discover or earn by leveling up. I’m going to pick a random
example. My character on our alpha server started out life as a humble
warrior; a guardian warrior. He’s one of the chosen of the
gods and he started out his life as a paladin because I like paladins
and they’re kind of fun. He leveled up a few levels and
unlocked the ability to have a second soul. The soul that he was
granted and equipped right alongside that of the paladin soul was the
beast master, and the beast master is a plate-wearing melee character
who gets a pet. The idea of a paladin with a big dog seemed kind of
cool, and so I ended up playing him that way for a few levels and then
respecced his points a few times. When I got the chance to do my first
instance run with a group, I went to town and bought the ability to
take on a second role, or a spec, and built a second role that was
slightly different 100% paladin that was all about tanking. Now here I
am tanking, with two sets of specs I can go back and forth. When
I’m soloing, I can be a beast master/paladin because it has
good armor, good shield, and good damage in a pet. When I want to go
tanking in an instance, I can be a pure paladin and be all about the
defense.
Later on in life, I unlocked my third soul, and for the third soul, I
decided to take on a champion because champions, by default, get this
ability called bull rush, which lets you zip back and forth between
targets. Then they start getting more damaging abilities, and I was
doing more soloing than grouping at the time, so I respecced myself
entirely and picked up a third role that was all about the champion and
beast master talents. It was very heavy into soloing and doing damage.
The last time I played the guy, which was about a week ago, I had him
with his three specs flying around and I have the ability to pick up
another one if I want. He has the capability to solo and take on mobs
or being able to be a really cool tank. One of the other cool things
about the class system is that we very intentionally made sure that no
matter which calling you choose from the get-go, you have the ability
to take on a few different group roles. No matter what you pick,
you’re not always a tank, you’re not always a
damager, you’re not always a healer, you’re not
always support, and you’re not always control. You have the
ability to be able to do two or three of those activities just by
swapping souls around. I’m sure that most MMOG players,
myself included, are aware of the situation where you have a bunch of
friends who would love to go off and do stuff together, but
it’s five DPS guys sitting around town with their thumbs up
their butts because they can’t do anything without a tank or
a healer. In this game, we intentionally made sure that people can
fulfill multiple group roles. So far, that flexibility has really been
paying off. People are having a lot of fun playing with the class
system, and they’re having an easier time getting groups
together because at the end of the day, it’s about getting
online and playing and having fun with your friends.
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