TOG is proud to present our first developer
interview! To kick off this new feature of the TOG website, we have an
interview with Stieg Hedlund from Perpetual Entertainment. Stieg (of
Diablo II fame) is Lead Designer for Gods & Heroes: Rome Rising and was nice
enough to take some time out of his busy schedule to answer some questions for
us. We were also provided with some exclusive screenshots from the game!
"Gods
and Heroes is a unique online action role-playing game that takes the gods, the
creatures, the monsters, and the mythology of ancient Rome and plunges you
headlong into the chaos of war, the battles for power, the jealousy of gods, and
the epic struggles for greatness."
1)
What is the major difference players should expect from the minions
one is able to have in Gods and Heroes as opposed to say, henchmen in Guild
Wars?
Our squad systems are very
robust. First of all our minions are entirely user controllable, through a
variety of means: they can be placed in different following and fighting
formations; stances can be used to set their general behavior; and they can be
given a wide variety of orders, from general to unit-specific.
Further, there are the three
different minion roles of Infantry, Skirmisher and Spellcaster, each with a
tremendous variety of minions that can be recruited and used in those units.
Plus, rather than acting as a substitute for grouping, our minions are in
addition to grouping. There’s a lot more, but this should give you some
idea.
2)
Will our minions start out at the same level as ourselves and level at
the same time? Or are they static level NPC’s that we need to replace with a
higher level set later on down the road?
There are many different
minions available in the world, including fairly common lower level ones that
can be found easily in cities and towns to ones that the player must explore the
game world carefully to discover, to ones that are only available as rewards for
the completion of certain quests and finally to myth creature minions that will
only join characters aligned with the proper god.
Minions appear at a variety of
levels and will level up as they gain experience from combat in the player’s
service. Their equipment can also be upgraded so even the first minion you ever
hired can remain in service if you’ve grown attached to him.
3)
Loot! Everyone likes loot. Is there a loot feature in the game that
allows you to acquire items/money from defeated foes or will all monetary and
personal assets (such as weapons/armor) come from the quest giver once the
mission is completed?
Absolutely! No one likes loot
more than me. Quests will certainly provide some of the monetary and items
rewards, but there will also be plenty of loot in the world, both dropping from
defeated NPCs and from chests. The item and looting systems are rooted in my
experience on the Diablo franchise, and will be similarly robust and
rewarding—you never know what you’ll get!
4)
It has been said that there will be a banking system in Gods and
Heroes. Will there also be an auction house/bazaar type feature that allows for
in game trade/sale of items?
We make it easy for players to
buy, sell and trade items in game. As to auction houses, we like this feature,
but we’re trying to figure out the best way to incorporate it so that we don’t
get large numbers of players all gathering in the same spot, which brings
performance to a crawl.
5)
Is there collectable/trophy loot in the game? Meaning maybe not
something you would necessarily want to use but just display instead. Such as
for simple bragging rights or just because the item looks cool. Also, with the
lack of traditional player housing is there a way to display such items in camps
if they do exist?
There is collectible trophy
loot in the game. Some of the rarer items will be well worth bragging about. As
to camps, they are essentially private player housing, except that everybody
gets one, and we’re looking into making them as customizable as possible.
6)
Let’s now move onto guilds (societies). Will there be a limit to the
number of members a guild can have in Gods and Heroes?
The sky’s the limit. If you can
get a thousand guys to join your guild then by all means do it!
7)
Will there be any type of guild hall, structure or other common area
that a guild can call their own and have it recognizable as such by other
players? What other guild identification may there be?
We really want to do a lot with
this stuff that we haven’t gotten to yet… We see the camp system as the nucleus
of creating private instances that guilds can share and personalize.
8)
From the available movies and the reading I have done, the combat
looks great! I have read that if the player character dies, that their minions
will keep on fighting (if they are still alive at the time). Does this allow
enough time for the player character to spawn and re-join their minions in
battle?
If you’re revived in place by
another player character, it’s quite possible! Generally, although they will
fight on, minions won’t be too psyched if their leader dies, and will disband
and return to camp if he’s away from them for too long.
9)
In one video, we see a character perform a piledriver on their enemy.
I have also read about another grappling move called “The Ladder”. Not to
mention the Minotaur who impales its enemy with its horns and then proceeds to
shake him about before “flicking” its head and tossing him back to the ground.
Can we expect to have a lot of this type of “physical” interaction during combat
or, are these special moves that are few and far between?
Every fightable NPC in the game
has signature moves; player characters have lots of them. This is an integral
feature of the game and we make extensive use of it.
10)
It has been said that a player can set allegiance to a mythical Roman
god. Also that one can fall out of favor from said god. How far out of favor
can one fall? Is there a period of time that “your god” will not respond to you
until say, you do a series of quests to once again prove your worth to your god?
That exactly right. The gods
demand obedience, and will require you to perform tasks to gain standing with
them and thereby the ability to call upon their powers. Donations to the various
temples of your god can also help to increase your standing with him.
11)
I have read that a player can skip doing any quests until they have
reached their maximum character level and then go back to do the quests. Also,
that a quest you would normally have at level two would then be scaled
(difficulty wise) to the level you are now at. This seems like a really nice
feature. If one chooses to do this, what can they expect to be doing to
advance/level themselves if they are not doing quests?
We don’t actually scale the
difficulty of a quest to your level—we scale the rewards down if you’ve
out-leveled it. If you don’t want to follow the various quest paths, you can
certainly level up by exploring the world and defeating various NPCs as much as
you like.
12)
One last question. What one part/feature of Gods and Heroes: Rome
Rising stands out the most to you and makes you sit back and say “Darn, now this
is cool”?
I think it really has to be the
squad combat. As I outlined earlier, there are lots of parameters you can
control both while setting up for battle and during a fight, the coolest thing
to me though is that you don’t have to do any of that stuff if you don’t want
to—if you simply wade into battle without doing any of that tricky stuff, your
minions will just follow you and behave intelligently on their own, engaging
enemies, using feats, defending themselves and healing each other and you as
needed.
I would like to thank both Stieg Hedlund and Chris “Binky”
Launius (Community Manager Lead) for making this interview possible. For more
information on this game, please visit
http://www.godsandheroes.com . For more information on Perpetual
Entertainment, please go to
http://www.perpetual.com where you can also find information on the
pre-production title; Star Trek Online.
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