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Producer Chris Hager on TERA’s Hitboxes, RMT, Events, and Political System

2012 March 14 Leave a comment

At GDC 2012, GAMEBREAKER writer Jason Winter and I attended a private session and hands-on boss fight demo in the En Masse Entertainment (EME) media booth.

Afterwards, we spoke with EME’s Chris Hager, the Producer for NA TERA.

Our discussion covered the following topics:

  • 0:08: the hitbox implementation
  • 2:40: the ability to buy a virtual good (Chronoscroll) from the item shop to sell in-game to other players
  • 5:15: the Nexus Dynamic Event system
  • 6:20: the Political system, which is based on the election of governors (Vanarchs) for each of the provinces

More on Hitboxes

My interview with EME COO Patrick Wyatt generated a lot of questions and debate about hitbox.

After dialoguing with gamers on social media and digging around on Google, I found the following excerpt from the TERA Answers thread on hitboxes which contains information originally posted sometime in the summer of 2011:

“If there are major differences in hitboxes so that those of a physically smaller race have a smaller hitbox and therefore are harder to hit, this would be an advantage. Conversely, because these races have shorter limbs compared to larger races, it is more difficult to attack enemies, and this would be a disadvantage. These elements would have a big impact on game balance, and certain races would then be preferred or avoided, and those who wanted to play the disadvantageous races would become frustrated with TERA.

However, simply ignoring the visual differences between races would create a potentially worse problem: lack of authenticity and immersion. This has been a large point of conversation and debate among TERA’s developers. In the end, we decided to make the hitboxes and attack ranges as close to the same size as possible across the races, although not completely equal, so that players would not get frustrated while playing the game.

For example, Barakas and Amani have slightly smaller hitboxes for their size, while the hitbox for the Popori is slightly larger than their size. There is still a difference, but it isn’t as major as the physical size of the model would lead one to believe.

The attack range went through a similar balancing process. The attack animation for the Popori is indicative of their slightly longer attack range, while Amani and Barakas hardly move forward. When they attack, the ranges for races have been appropriately modified and balanced to match their animations.

In short, we tried to make the game as balanced as possible while still maintaining the individual flavor of each class. Therefore, hitboxes and attack ranges have been configured in such a way that they are similar without being gamebreaking, but are not exactly the same size.”

I found the excerpt to be a bit confusing, even after reading it multiple times :) The excerpt is 10 months old, so we don’t know whether the information is still current.

What I heard from Chris in person was very clear on the matter:

  1. Attack animations have been adjusted to make the reach of attacks for the same ability the same across races – i.e. reach is normalized
  2. In terms of being hit or healed, the bigger you are, the easier you are to target – being hit / healed is not normalized

Chris’s explanation aligns with my experience in CB3, in particular the second bullet point. I found as a Sorcerer that the bigger my opponent, the more surface area of my opponent I could move my target crosshairs over and have the crosshairs form a circle, and the easier it was to hit them with straight-line spell attacks. This was the case when fighting mobs or dueling.

Please post your questions and feedback.

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Categories: Interview, TERA, Video

Interview: En Masse Entertainment COO Patrick Wyatt on Bringing TERA to the West

2012 March 10 10 comments

At GDC 2012, I interviewed En Masse Entertainment COO Patrick Wyatt on bringing TERA, a Korean MMORPG game, to the West (North America, Europe).

Here are notable segments from our conversation:

  • 1:02: respective roles of the developer (Bluehole Studio, BHS) and the publisher (EME)
  • 2:08: specific changes being made to the game for the West. In terms of process, BHS owns making the game code changes, and EME facilitates this process by designing the changes to be implemented and synthesizing feedback from the community
  • 6:27: how BHS is making different versions of the game for different locales
  • 8:30: Patrick confirms that the core combat mechanics remain unchanged for the West
  • 9:24: the hitbox implementation. Range/reach across hitbox sizes has been normalized, so a Baraka and Popori have the same reach for attacks. Character size does influence easy it is to be hit or healed
  • 10:56: decision to go with Frogster as the publisher for EU TERA
  • 11:42: establishing EME as a premier game publisher, in terms of their relationship with game developers and the community
  • 17:02: EME’s analytics capabilities to understand what players are doing

For more discussion on this interview, see the thread on the TERA official forums.

Let me know your questions and feedback.

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Interview with SWTOR Senior Community Manager Stephen Reid @ NY Comic Con 2011

2011 October 17 5 comments

Our discussion covered a range of topics including:
1. race / class combinations
2. the number of classes that can main-tank / off-tank
3. concerns re: small PVE group size (4) for DPS players
4. viability of hybrids in PVE groups / raids
5. given that there is no “dungeon finder”, how players find each other for instancing (flashpoints)
6. surnames (and microtransactions LOL)
7. chat bubbles
8. managing burnout for BioWare team members

Thanks Annabelle and ManuDragonne for submitting questions for #3, 4, 6, and 7.

For more discussion about this video, please check out the SWTOR forum thread:
http://www.swtor.com/community/showthread.php?t=555462

EDIT 1: Stephen Reid posted on the SWTOR forum thread for this video a clarification about the tanking classes – they are intended to be on-par with one another.

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Categories: Interview, SWTOR, Video

Interview with SWTOR Live Producer Cory Butler @ NY Comic Con 2011

2011 October 15 9 comments

Our discussion covered a range of topics including:
1. ramping up server populations at launch
2. relationship with LucasFilm and honoring the IP
3. World PVP zone mechanics
4. BioWare’s “Telemetry” tools and testing
5. what differentiates SWTOR from the MMO market
6. re-specing and hybrid specs

NYCC was my first experience with SWTOR, and the game, panels, and BioWare team members were very impressive. SWTOR = epic!

Links to discussion threads for this video:

P.S. I recorded the main SWTOR panel and if I don’t blow out the router here will try to upload it before I leave NYC

P.P.S. I plan to play multiple classes at launch and (time permitting) write up detailed Guides for PVP and PVE. I mean Guides like this one, which to-date has ~1000 comments and is stickied on the WoW Pally forum.

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Categories: Interview, SWTOR, Video

The RIFT Podcast 38 Captures Trion’s Perspective on Patch 1.1

2011 April 12 10 comments

The Rift community has been an interesting beast.

When Patch 1.1 went live, the forums were flooded with threads by players claiming that their class had been unfairly nerfed, especially players of my Warrior spec Riftblade. I have been skimming or ignoring the whine-oriented threads on the Warrior forums, as most of the negative viewpoints are not grounded on actual game mechanics and are narrow in their perspective.

That said, there was one thread that caught my attention today: Get your flame hats on. The creator of this thread complained about a podcast from a fan site, and the topic of this podcast was Producer Adam Gershowitz on Class Balance & Patch 1.1.

I listened to the entire podcast, and it’s well worth your time if you want to hear Trion’s perspective on the current state of the game. The interviewer asked a lot of sharp, perceptive questions – and keep in mind the podcast hosts are players and not Trion employees. One particularly interesting comment from Gersh was that once certain specs were brought into balance in 1.1 (e.g. Saboteur), it made issues with other specs much more visible. Gersh said they are looking at Rogues and that they will look at abilities such as Pyro’s Ground of Strength.

I’m pleasantly surprised how much material Trion has been providing on Rift – I haven’t seen this level of interaction with the community from any major game developer, ever. While some people say that Trion hasn’t innovated with Rift, I disagree. Just thinking in terms of community, Trion provides

  • Highly visible developer-to-community communication, e.g. via the Dev Tracker forum and fan site podcasts
  • Social media integration for player-to-player communication – e.g. you can record and upload videos while playing straight to YouTube

These are clearly differentiated, intentional distinctions in the current market.

I am going to continue to check out The RIFT podcast and blog when I have time as the content is high quality. If you see other interesting news or insightful material, please post links to it.

P.S. I am level 50 now, and IMO Riftblade is still viable @ 50 in PVP, and I have really good footage from Rank 1 (beginner) 50 World PVP and warfronts. I haven’t had time to work on my next video yet. I’ll get there, stay tuned.

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