
Interview Transcript:
General Game Related Questions...
• There are a wealth
of comic books around which must have been a major source of ideas
for the game. Are these also where some of the ideas for the CoH story
arcs will draw inspiration from? Are there any writers, stories or
comic books in particular which you would cite as favourites?
Jack Emmert (lead
designer): My personal inspirations have been George Perez and
Marv Wolfman's New Teen Titans, and John Byrne and Chris Clairemont's
Uncanny X-Men. I think that these comics were the first to take
into consideration the adult reader. Instead of being perfect,
heroes were portrayed as regular, normal people with abnormal
powers.
• We've heard that there will
be a monthly comic which will follow the development of the story
in Paragon City and will even ultimately feature player's heroes.
This sounds like an exciting prospect. Does the presence of a monthly
story mean there will there be dynamic monthly epic events which
players can participate in, or will this story be predetermined
and beyond player influence? If there are events, will villains
be developer-controlled?
Sean Michael Fish
(designer): Since the roots of City of Heroes lie firmly in comic
book soil, we are very excited about this comic that will contribute
to the story of our game. The intent is that events in the comic
will flow directly from events that occur in the game. You will
see non-player characters, villains and eventually characters
that the players create represented in the comic.
There is the possibility
that there will be events using developer-controlled villains
and if there are, it will certainly be up to the players to influence
the outcome!
• Will we see a discernable
comic style to the in-game atmosphere, with dialogue appearing in
speech bubbles etc..., or will it be a "standard" 3D engine
style? Did any specific comic artists styles in influence the development
of CoH's graphics, character models and environments?
Michael Lewis (CEO,
Cryptic): You will definitely see a game with comic styling. For
instance, when you chat, it does appear both in a chat window
and in a speech bubble. Players can turn off the speech bubble,
but that is an option.
Jack Emmert: The
visual feel of the game is drawn from several sources, including
comic books. We all agreed that our heroes and villains should
be modern – resembling those that you might encounter in
today's comics rather than ones you'd see in the '40s or '60s.
Gameplay Features...
• We've heard that there
are many 'contacts' in the game who players will receive their missions
from. Do these contacts have their own agendas? Will they all be
honourable and good or might they hold surprises for players?
Jack Emmert:
Contacts are people in the city that a player will get to know in
the course of their adventures. Each contact has his/her own unique
background which involves one of the villain groups active in Paragon
City. As the player gets to know the Contact better, he slowly learns
more about this villain group through his involvement with the Contact.
In return, the Contact will offer a player “items” that
he/she has access to. Contacts are all good guys for the moment,
but the surprises come as the player starts learning about the mysteries
of various supervillains.
• Since combat is so important
will it be predictable? Will players be able, or need to, employ
different tactics and attacks for different foes? Some MMOG combat
is awful because you almost certainly know before engaging a foe
whether you will win or not and almost any attack type will be effective.
Others have proven to have much greater lasting appeal because you
can win a combat with skilled play which encourages characters to
carefully balance and replenish their attributes and/or employ the
correct type of attack.
Jack Emmert: Each
villain group comes with its own panoply of powers that will necessitate
different tactics. For instance, the hi-tech mercenary group Sky
Raiders utilizes a portable force field generator. The minions
occupy the players while one of them tries to set it up. The heroes
must either choose whether to take out the immediate threat of
the shooting Sky Raiders or stop the mechanic from erecting a
force field generator which will make the Sky Raiders that much
tougher to bring down.
In addition, some
villain groups possess unique AI. The mystical Tsoo utilize hit
and run tactics. They leap into combat, then leap out—while
their sorcerous leaders stay well out of the fray.
Lastly, some villains
have weaknesses to certain powers, and resistances to others.
Players will find that they’ll need a flame-wielding partner
to go up against a certain group, but an ice-caster against another.
• Superheroes are typically
interesting because of the contrast between their powers and their
human weaknesses. Will there be any effort to develop character's
personalities and their social allegiances on top of their attributes
as part of their character progression? Will there be decisions
for them to make which will influence their social position? Will
missions present players with choices which may restrict their access
to powers/rewards/groups with particular moral restrictions? Or
will missions only have success/failure as possible outcomes?
Sean Michael Fish:
From the start of the game, the player’s first content options
will be determined by their Origin. The different origin types
will be set against different villain groups by their contacts.
As the players progress through the game they will build up a
relationship with their contacts. As that relationship improves
the player will receive benefits from those contacts. These will
include introductions to new contacts, some of which allow the
player access to different storylines. In the end, the only possible
outcome for an individual task is success or failure.
• CoH is entirely combat based.
With no items, no tradeskills, no player-crafting of items and no
housing, will this seem like a lack of depth to players from other
MMOGs?
Michael: We’ve
left out anything that we consider “boring” in a game.
So yes, there are no “trade skills” as such, but there
are plenty of complexities within interactions that don’t
require a player to spend hours doing repetitious tasks with no
excitement, danger, or challenge. For example, you may have a
Contact that is a source of certain types of Enhancements. This
makes you a resource for your team or Supergroup, and you, in
turn, may need to rely on your teammates for certain hard-to-find
Enhancements yourself.
• Some of the content is aimed
at groups being able to complete missions which might require several
group members. Since players invariably live in different places
and have different demands on their everyday lives, is it possible
for players to come and go from a group? Can these missions be completed
with a reduced group, or resumed later, if players need to leave?
Michael: We try to
provide content for everyone, but that’s not the same as
everyone will be able to do all the content. The game is very
large… not everyone (probably no one) will be able to do
everything in the game. As long as you are having fun, why worry
that you aren’t a “power gamer” that can play
60 hours a week? If you want to be that person, do it.
• At the moment death penalties
are just a small XP deficit which can be worked off. What is the
reaction to this in the beta? With no risk and little fear of defeat
play-styles are usually affected considerably because there's nothing
at stake. Comics are filled with characters who suffer a defeat
and then struggle to deal with it in order to rise to their former
glory. Will the penalty be sufficient to reflect this, or is it
simplistic in order to keep an arcadey feel to the gamplay mechanic?
Michael: Games are
about having fun… not about simulating “real life.”
(Even sim games are highly simplified models designed to be entertaining.)
So being beat-down by a villain might have dramatic consequences
in a story—and if that story is about you, you’d be
pretty upset. The only real reason to have a “defeat penalty”
is to prevent exploits. So we made ours just enough to discourage
exploiting certain kinds of (not fun, in our opinion) behavior.
UK and Subscription Related...
• Do you have any idea
when the game is likely to make it to UK shores officially?
NCsoft does not have
plans to release the game in Europe in the near future.
• What will happen with the
story arc when the game arrives in the UK? Will it start again here
or will it pick up where the US version is?
Once we know
about the plans to expand into Europe, we’ll decide how best
to introduce the game to the UK.
• Will there be an official
option for non-US players to subscribe on the US servers for an
extra charge to cover the monthly cost of the comic postage?
At this point that’s
not possible, but we are thinking about other ways we can accommodate
our European customers with regards to the comic prior to launching
service officially in Europe.
• Will there be an option to subscribe to the game and download
it over the Internet, or will it only be available in stores and
from e-tailers?
The game
will be available only through stores and online retailers.
Technical Issues...
• Superheroes adapt
and improvise—something which is difficult in a game. Does
the game engine cater for this in any way? Will players be able
to use the environment to their advantage (acrobatics/cover/destruction)?
Michael: Characters
are continuously evolving, from learning new powers to tweaking
the way those powers work for them. And even in the heat of combat,
a character can resort to Inspirations which can turn the tide
of a difficult battle.
Line of sight and distance are important parts of combat. I’ve
often used the “run-away around a corner and cold-cock them
when the come around after me” trick. There are plenty more
examples of using terrain to your advantage, especially when you
have flight, leaping, or teleporting abilities.
• Will it be possible for
players to run 'macros' which play the game automatically and give
them an advantage over regular players? Is there an enforceable,
official stance on 3rd party programs and macros?
Michael: Most players
find that robots and macros cheapen the gaming experience, and
we’ve done what we can to reduce the utility and possibility
of using these tricks. City of Heroes is a service, so of course
the End User License Agreement (EULA) covers what people can and
cannot do with the servers.
• Will the game be Windows only
or will there be Linux/Mac/console versions?
Michael: Windows
only.
So, there you have it. We hope that answered
a few of your questions about the game and maybe whet your appetite
for it. Thanks again to the people who posted questions for inclusion,
and to the devs for giving us straight and detailed answers. Sorry
to the people whose questions couldn't be included.
>>09/03/04<<