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City of Heroes Q&A Conducted by Omni
We’ll
start things off easy.
What is your name, how did you become involved in City of Heroes,
what is your role on the project, and how long have you been in the
games industry? Jack
Emmert. I’m the Creative Director of Cryptic Studios and I was the
Lead Designer on City of Heroes. I’ve been in the games industry since
July 2000. Although
I’ve only really been playing the game a week, my biggest complaint
about City of Heroes is sleep deprivation.
What has the team identified as the number one complaint of the
City of Heroes community? Honestly
– out of combat activities. In a fantasy MMORPG, it’s trade skills.
But armor making doesn’t exactly make sense in a super hero MMORPG. So
we’re working on something right now that’s unique, but also expands
gameplay outside of our already exciting combat. The
engine powering City of Heroes is quite robust, but there is a distinct
lack of capes.
Will capes be added at a later date or are they just too
complicated to execute with any success? Capes
are part of our second free expansion called “A Shadow of the Past.”
We wanted to make cool, flowing capes, so we decided to postpone their
addition until we could get it just right. The fictional reason within
the game is that capes haven’t been donned to honor the great Hero 1, who perished during the Rikti War. The time of mourning is ending,
so heroes can once again wear capes! The
team dynamic plays a big role in earning experience points, but the
“lone wolf” approach still works.
Some like partnering up while others take the solo route.
Was it difficult getting the balance right between the two? Definitely!
It’s a challenge to make a game experience challenging for both;
groups can obviously hide their weaknesses easier than a solo player can
and are thus far more effective than just the sum of their individual
parts. Our solution for that was to create areas that are tuned for
groups (certain zones, Task Forces, Trials, etc.), but make everyday
tasks, such as missions, work for groups AND solo players. |
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Who
wrote the storylines that run through Paragon City?
Was it a collaborative effort? Rick
Dakan penned much of the initial fiction of the City. It’s our
talented writing team that’s brought it to life. Sean Fish, Matt
Miller, Jane Kalmes and Brian Gilmore have set a new standard, I think,
in the quality of quests for MMP’s. Many players view our storylines
as much of a rewards as any XP! |
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Have
you been pleased with the critical response City of Heroes is
generating? Certainly.
As a developer, Cryptic hoped that City of Heroes would be a success,
but we’re absolutely blown away by the response. We took a number of
risks; many said that a MMP such as ours wouldn’t work. But so far so
good! What
is the most complicated part of developing a massively multiplayer
online role-playing game (MMORPG)? As
a Lead Designer, I can tell you that the hardest part of the job is
keeping the details straight. There’s so many things that go into the
game – from the stats to the text, from the UI to the animations, from
the code to the art
- and a designer needs to keep them all pretty much in mind.
It’s a constant juggling act. Developing
any game is usually an arduous task, but for an MMORPG there’s the
initial development then constant housekeeping.
What stage is more time-consuming?
Are you still burning the midnight oil at this stage or are you
able to do the 9 to 5 thing?
Did the team shrink in numbers after the game shipped? I’m
not a fan of all nighters. I did that in my late teens and early
twenties; I think my heart would stop beating if I tried it now. I want
my employees to have their own lives and enjoy work; it isn’t a point
of pride around here if someone works all night. If that happens, I’ve
failed as a manager. I haven’t scheduled something right. So we’ve
never been big on lashing our employees to work extra long hours. With a
few exceptions, we didn’t burn the midnight oil. The
great thing about having a publisher like NCsoft is that they believe
strongly in having constant, free expansions. That’s the way NCsoft
handles Lineage I & II. So NC Soft has our live team be as large as
our development team. That way we can add not just “more of the
same” type of content (new villains, new areas, etc.) but also
substantial new systems. For instance, our new expansion adds a
“badge” system that rewards players for finding certain hidden areas
in the city. That’s something a smaller team would not have been able
to do. With
so many MMORPGs on the market, how will City of Heroes maintain its
subscriber base? First,
we’ve got to respond to the needs of our customers. We’re not just
selling a game, we’re selling a service. People pay a monthly fee to
see things added to the game on a regular basis. We’ve got to make
sure that we’re adding the things that players like. Plus we need to
adjust whatever isn’t working so well in the game. Secondly,
we need to stay true to the super hero genre. It’s easy to point to
mechanics or systems in other games and say “we need that.” But if
we shoehorn in something that just plain doesn’t make any sense, then
we’re ruining the immersion factor. And that’s part of the appeal of
any RPG (MM or otherwise). Lastly,
we need to keep our eyes on the most important thing in any game: fun.
If something isn’t fun, we shouldn’t do it. If someone can’t have
fun with something in a short time, then it probably isn’t nearly as
fun as we imagined. Sometimes I think designers become obsessed with the
process of design and create very intricate systems – but forget that
in the end, it’s all about a player sitting in front of a computer and
enjoying himself. When
you play the game, have been surprised by the variety of characters that
players have created?
Or surprised by how they play together? The
biggest surprise is how many first-time MMP players have picked up City
of Heroes and really embraced it. I expected long time MMP players to
understand the basics and form super groups and figure out tactics
together. But even the first time players are role-playing and enjoying
themselves as much as the hard core players. That’s been especially
rewarding. Has
there been any interest shown by Marvel or DC (or others) to include
trademarked characters?
Would the team even be receptive to this?
It just seems that part of the allure is being able to create
your own unique character. NO
ANSWER PROVIDED There’s a comic book series based on City of Heroes. What other spin-off merchandise is possible? Action figures? We’ve
already announced a terrific promotion with the hit Heroclix game –
Statesman is being made into a Limited Edition figure. Cryptic and
NCsoft are both investigating many avenues such as this. The bottom line
is that we’re looking at anything that seems “fun” to us. We’re
all geeks at heart here and we’re constantly thinking of “wouldn’t
it be cool if….” Does
the development team have the power and flexibility to instigate
catastrophic events in the game?
Like a meteor hitting Atlas Park and releasing an alien horde?
Or would that upset the storylines already in place? We
closed our Beta with a second Rikti Invasion – which the players
turned back humanity’s dreaded foes. That, however, was just the
beginning. Many more such events are planned in the near and far future. What
initial ideas, that might have looked so good on paper, were cut from
City of Heroes? Initially,
our character creation was rather free form, similar to Ultima Online
and Asheron’s Call. Any player could choose any power – after all,
isn’t that the way superheroes are created in the pages of a comic
book? Unfortunately, alpha testing revealed the flaws of the system –
a player could easily choose a combination of powers that effectively
made the character useless or a player could min/max a create an
“uber” character. We tried coming up with a variety of ways to
balance this problem and ultimately we turned to the Archetype system.
And, given the game’s success, I think we made the right decision.
(August 2, 2004)
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