Showing posts with label Q and A. Show all posts
Showing posts with label Q and A. Show all posts

Monday, January 16, 2012

Stardrive Q&A


Last week, I posted about an upcoming 4X game called Stardrive.  The creator of the game, Daniel DiCicco, was kind enough to take some time and answer a few questions.  It is a very promising game, which I cannot wait to get my hands on.  Read on for the Q&A.


1)  Can you give us a high level overview of your upcoming game, Stardrive?

StarDrive is, at its core, a hardcore PC 4x with deep ship design and empire building.  I am to provide today's PC gamers with a beautiful looking, fun to play space strategy game that scratches all of their space strategy itches.  We have research, ship design, diplomacy, exploration, and great RTS/Arcade combat with a lot of depth.


2)  When I was reading about Stardrive, the thing that really got me excited was your inspirations.  Master of Orion 2 and Escape Velocity are two of my favorite games.  How have they influenced Stardrive?

Masters of Orion 2 was and is the gold standard for 4x games.  It remains immensely satisfying to me to this day to build a fleet of specialized ass-kicking ships and to go on a rampage through enemy territory, conquering planets and stealing technology, repercussions be damned.  While there have been many noble efforts at recreating this experience in recent times, these games have not been able to satisfy me in various ways.  To me the most rewarding aspects of MOO2 were designing my ships and then actually commanding them in the battles with all of the many various options to customize my experience.

Escape Velocity was another awesome space experience for me in my youth and what I took from EV was that arcade ship combat is deeply satisfying as well.  I believe that the marriage of the 4x concepts from MOO2 with the arcade action of EV will make for an excellent game that many old school gamers like myself will enjoy.


3)  Will players be able to mod or customize the game?  For example, add new stock ships or races?

Definitely.  I spent countless hours modding EV and I am absolutely supporting modding right out of the box.  Races and ships will be easy to add to the game, as well as new weapons, adventure dialogs, planets and planets types and so on.   Most of the game data is stored in plain-language XML files, so no coding knowledge is necessary to tweak the stats on something or to add some new things entirely.  I will support modding to the fullest extent possible and it is my sincere desire to see a Star Wars mod made as soon as possible:)


4)  Since there is a focus on shipbuilding, will there be a way to simulate battles in order to try new designs out?

Not in the 4x game, but instead inside our challenge mode.  For players who don't want to do a full 4x experience, we have a simpler challenge mode where you get a certain amount of resources to design and build a fleet and then you take that fleet against ever more challenging combat situations.  If you're familiar with Gratuitous Space Battles, this system is similar to what was seen in Cliffski's game.  Challenge mode is just a kind of quick-play mode to let you load up StarDrive and have a nice fleet battle without having any consequences on your carefully planned empire.


5)  What kind of multiplayer options will Stardrive feature?

StarDrive will feature an arena-like team deathmatch mode where, much like challenge mode, you have a set amount of resources with which you can build a small fleet.  As you destroy enemies you earn more resources to call in new ships.  The ultimate objective is to destroy the enemy base.

There also will be full campaign multiplayer support.


6)  How big of a map can players expect to see when Stardrive launches?

This is a variable that can be set when you create your game.  I find that 50 star systems works well and gets conflict going pretty quickly, but we can support maps that are 10 times that size very easily.  We also have a "star cluster" map option where a map consists of several regions of space that are separated by long wormholes, the entrances to which are guarded by what are essentially "creeps".  When you beat the creeps, you can access more of the galaxy map and potentially be the first race to discovery some unique goodies we have hidden throughout.


7)  When it comes to 4x games, the AI is very important.  First, in providing a challenge.  Second, taking care of micro-managing the player may not want to do themselves.  How has this been going for Stardrive?

I can tell you that AI is a big challenge, but I don't have to reinvent the wheel here.  I'm using a pretty standard goal-oriented approach to programming the AI for high-level strategic decisions.  The ships themselves have a separate tactical AI that is used to evaluate combat situations, and this provides a pretty nice emergent combat model.  There are a number of different AI strategies as far as their research priorities and fleet strategy (i.e. big and heavy, small and fast, swarms of crappy ships versus lower numbers of quality ships, etc).  My goal in developing the StarDrive AI is to make it not cheat, and to make an AI that can beat me at my own game, literally.  When I've done this, I'll know I'm done.

As far as micro-managing goes, we've got a lot of clever systems in place to minimize the burden on the player.  For instance, the player makes a few high level decisions about what type of colony a planet will be by setting production/farming/research ala MOO2.  And like in MOO2, if a planet was say an industrial planet without food production, then you would build a freighter fleet to bring food to your industrial planet.  In StarDrive, you can import and export not only food but production as well, and the player just chooses between import/export/store for these resources.  The player has to build freighters as well, but the freighters aren't abstractions -- they are ships in your empire, and they have cargo limits and so on.  The AI knows what to do with this information and it coordinates your freighters to move goods throughout the empire according to your high-level commands.  Some research technologies reward the player with cash for moving goods this way. All the player has to do is make sure that his freighters are protected.  So the micro-managing is handled by the AI, but the strategic management of what to build, what to protect, where to import or export, those decisions are made by the player.


8)  It looks like the Kickstarter campaign was a great success.  For people who may have missed it, will there be another way to gain early access to the game?

Yes there will be, for sure.  But with Kickstarter where people are pledging money to help fund development, I know that I don't need to provide a polished product right away to them.  People understand that this is a game in development.  For me to charge money for early access, I want the game to be relatively complete so that people don't buy it, see an unfinished product, and write us off.  That said, I am toying with some more alpha funding on Desura so stay tuned for that.


9)  When do you hope to launch Stardrive and for which platforms?

I am aiming for a mid-late summer release on PC only.  We should have a feature-complete beta ready by the end of March for our Kickstarter beta testers, and at that point I will likely open it up for pre-order/early access as well.

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Thanks Daniel!

Tuesday, June 7, 2011

Q&A with Space Pirates and Zombies Developer

Yesterday I posted a look at the new game, Space Pirates and Zombies.  The developers of the game were kind enough to answer some questions.  If you like space games in the same vein as Starflight and Star Control 2, you should definitely check this one out.  Continue on for the Q&A.

Tuesday, May 3, 2011

Q&A with WAR Producer James Casey

Warhammer Online's Producer, James Casey, was kind enough to take some time and answer a few questions.  The WAR team is pretty busy these days, so the amount of questions was kept low.  Thanks James!  Read on for the Q&A.

Monday, February 14, 2011

Q&A with WAR Developer Keaven Freeman

Recently, I did a Q&A with Warhammer Online Content Developer Keaven Freeman.  You may also know him from the Keaven and Steven in the Morning webcast.  We mainly talked about the 1.4 patch and some of the changes we may be seeing in the future.  Thanks for the time Keaven!  Read on for the Q&A.

Thursday, January 28, 2010

Developer Q&A with Soldak Entertainment

Back in October, I spoke to Soldak's Steven Peeler about their upcoming game, Din's Curse.  Steven agreed to chat with me once again.  This time the focus is a little different.  I've always been curious how games are made and with what tools, so that is what this Q&A is about.

Be sure to check out Din's Curse and thanks to Steven for taking the time to answer my questions.  Check out the interview after the break.

Wednesday, December 2, 2009

Q&A with Fallen Earth's Wes Platt


The last time we talked with Fallen Earth developer Wes Platt, it was just before launch.  Since Fallen Earth has been out for a few months, I wanted to catch up and see what they were up to.  Wes was kind enough to answer some more questions.  Thanks Wes!

Werit: Fallen Earth launched a couple of months ago.  It seems to have gone pretty well from a players standpoint.  How was it from your perspective?

Wes Platt: It was the first major MMORPG launch I've ever been involved with. From my point of view, it was a great experience. Turning the game loose on the world, letting people play what I had a hand in creating, that's really exhilarating. We've received a lot of positive feedback on our missions – especially the character dialogue – so that has meant a lot to the writers who put so much time and energy into crafting the stories that we set out to tell in Fallen Earth.

Thursday, November 12, 2009

Q&A with Torchlight's Matt Lefferts

Today we have the third and final Torchlight interview.  Matt Lefferts, the animator of Torchlight, was kind enough to answer the questions as well.  I think the animations in torchlight really help to get across the feel of the combat.  Thanks Matt!

Werit:  Can you tell us a little about yourself?

I’m Matt Lefferts.  I’m one of the founding members of Runic Games.  I’m the animator for Torchlight.  I went to the Savannah College of Art and Design and graduated in 06.  I’ve been in the industry for about 2 years and freelanced for 2.5 years before that.  I will be playing the part of Biff in this production of, Death of a Sal… moving on.

Wednesday, November 11, 2009

Q&A with Torchlight's Matt Tanwanteng

Torchlight week continues with the second of three developer interviews.  This time we have Matt Tanwanteng, one of the MMO and Toolset developers.  Can you spot the Simpson's reference?  Thanks Matt!

Werit:  Can you tell us a little about yourself?

Hi!  My name is Matt Tanwanteng, and I graduated with a Master's in Computer Science from MIT before coming to Runic and inheriting the Newbie Brick.  Here, I'm officially helping Peter lay out the codebase for the upcoming MMO version of Torchlight.  Most recently, I've been working on testing out and documenting the modding process and have been having fun throwing together little unofficial Torchlight mods.

Tuesday, November 10, 2009

Q&A with Torchlight's Wonder Russell

Recently, I had an opportunity to ask Wonder Russell, the Minister of Culture at Runic Games, about Torchlight.  This is actually the first of 3 interviews with folks at Runic, thanks Wonder!  If you are not familiar with Torchlight, be sure to check out this video review of the game.  Check back tomorrow for the next interview.

Werit:  Can you tell us a little about yourself?

My name is Wonder, I’m a chick in the gaming industry which reminds me of a quote from my Alaska days: “the odds are good, but the goods are odd.” Except for Runic Games, that is! ;)

Thursday, October 22, 2009

Q&A with Soldak's Steven Peeler

Yesterday, we had a preview of Soldak's new game, Din's Curse.  I was able to catch up with its creator, Steven Peeler, and ask some questions. Thanks Steven!

Werit:  Please tell us a little about yourself and your new game, Din's Curse.

My name is Steven Peeler. I’m the owner of Soldak Entertainment, the lead designer of our games, and the only programmer over here.

Din’s Curse is our upcoming single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences, and a dynamic, evolving world.

Wednesday, October 7, 2009

Q&A with GSB's Cliff Harris

Recently, I had the opportunity to chat with Cliff Harris, the creator of Gratuitous Space Battles.  If you are not familiar with the game, be sure to check out the video preview.  GSB is all about designing your fleet, giving them orders and then watching the carnage that unfolds. Thanks Cliff!

Werit:  Can you tell us a bit about yourself and your new game?

I'm cliff harris, most people call me cliffski. I used to be a programmer working at Lionhead, and I left there to set up my own little one-man games company. I've been doing that for quite a few years, doing games like Kudos and Democracy, but my latest game is a space strategy game called 'Gratuitous Space Battles'. It's a new take on the whole war-game genre, because it's all about planning and strategy, rather than fast reflexes and direct control of your forces.

Tuesday, September 29, 2009

Interview with Warhammer's Carrie Gouskos

Recently, I had a chance to ask Carrie Gouskos, of Warhammer Online, a few questions. Some of these are ones that I have been wondering about for quite a while. Speaking of WAR, did you know the patch notes for 1.3.2 are out?

Thanks for the time Carrie!

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Werit: Can you tell us a little about yourself and what you do for Warhammer Online?

Surely! I’m an Associate Producer at Mythic, and I was responsible for the UI and Tome of Knowledge development leading up to launch. Since we launched, I’ve taken a step back from the Live game and looked at some other side projects, leading the nebulously named Special Projects team. That included work on the Realm WAR website, producing the Mac client, and some other stuff we haven’t announced yet. Currently I’m back on Warhammer development as the Producer on Warhammer Asia.

That’s the CV, as for a brief bio about myself, I’m a former games journalist and former employee at the defunct version of Acclaim Entertainment. I obsessively collect video games and consoles (tally is at 57 right now), and I talk a lot. Also I like cupcakes.

Werit: One of the big projects you were involved in was getting Warhammer Online working on Mac's. How has that gone?

Getting Warhammer on the Macs has been much… much harder than I thought it would be. You’d think because the game was done on the PC and because we had the help of TransGaming to port the product over that it would be a cinch. But there were a lot of pieces and a lot of factors that differentiated the Mac and the PC game from a technical perspective. Fortunately for this reason, working on the Mac gave us a new perspective the PC version, and I’m very proud to say that improvements done for the Mac are going to be greatly beneficial to the PC players as well. Look it’s the Mac and PC folks working together!

Werit: What was the biggest challenge involved in getting it all to work?

Performance, performance, performance. As I mentioned, Macs work in different ways than PCs, and some of the things we did one way for the PC just didn’t play nicely with the Mac. Figuring out how to get that done, while not stealing resources hard at work on the PC game, and while still making sure everything still worked in the end, was very challenging.

Werit: Any chance we will see Linux support in the future?

Probably not. Sorry Linux people!

Werit: I've noticed there have been a bunch of improvements to the Realm War web pages. Can you catch the readers up on how that is going?

Thanks! The web team has been working very hard and I’m glad to hear it’s paid off.

Let’s see, after launch, we put together a crack team of people to take a look at the Realm WAR and figure out exactly how to best support the needs of our users when they might not have access to play the game. We all have experience of wanting to sit and fixate over our characters while we’re at work, or unable to play, or whatever.

So we outlined a whole bunch of features we wanted to support, to allow people the chance to get info about the game. We had a couple different phases of implementation, and have been gradually introducing the ideas in order of importance. For example, the most recent additions include the ability for players to log in and see which of their friends and guildmates are online or offline, as well as detailed RVR information about the last few events to occur on the server. There’s more, there’s always more of course, and we’ll get to them as it makes sense for the team.

Werit: I and others have made tools that use the Realm War information. Any chance we will see Realm War start to use XSLT? Some other MMO's implement it and it makes using the web pages much easier.

Oh so those were yours! Nice work! J Of course it’s something we’d like to do, but we’re always balancing resources. At the moment we’ve dialed back work on new features in the Realm WAR because we’re focusing on other things. But making the Realm War more malleable for the community is always a priority when we’re investigating new features for it.

Werit: Any plans to branch out Realm War into services such as RSS or Twitter?

Why yes! RSS has been on the top of our to-do list for awhile, but we just didn’t get to it. Twitter is an interesting beast, I’ve been using it for awhile now and while I think it’s great, I think a lot of companies who try to use it for marketing end up using it in the wrong way. Currently we just have individual staff accounts that aren’t really official, and one official account that gives Herald news. And I kind of like it like that. I don’t know if we’d extend it to the Realm WAR, but I guess we wouldn’t ever rule it out. That’s more bordering on Andy and the Community team’s territory though.

Actually one of the unannounced Special Projects that we’ve been investigating since the beginning of the year is an example of an extension of the Realm WAR. I can’t spoil it now, but I would keep an eye open in the next month or so for more info.

Werit: How goes the Tome of Knowledge? There have been a lot of improvements to WAR lately, but the Tome remains largely untouched.

The Tome will always be very close to my heart, but the UI and Tome were both taken over by a very talented producer (James Casey) who owns them in their entirety. I don’t know all of what he’s up to, but I expect big things!

Werit: Can you give us any hint about what the Cards page is for in the Tome?

I don’t want to spoil James’ thunder. ;) Though to be fair to him, he inherited that burdensome question from me. There is something going on with the cards, but more will be revealed later. That’s your hint.

Werit: It's hard to believe WAR is a year old. Looking back, what are you most proud of?

It’s hard not to say the Tome, because I’m extremely proud of it. But I think I’d rather highlight the work that the UI Team did in the year leading up toward launch. I was lucky to have such a talented team, and I was lucky that everyone was willing to work extraordinary hours. And I was lucky we had the ability to put features into the main game for the UI that a lot of games only have in mods. A lot of things came together that make me really proud of the UI as a product, though I wish we had more time to do more. But that’s the developer’s credo right? I wanted more time! Why’d those players have to make us launch?!

Monday, September 21, 2009

Dawntide Q&A with Christian Hummeluhr

Recently, I had the opportunity to talk with Christian Hummeluhr, Producer of the upcoming MMO Dawntide. You may recall I have posted about Dawntide before as it looks quite promising. Thanks to Christian for taking the time to answer my questions.

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Werit: One of the things that really stood out to me about Dawntide was that you do not use a NDA. That kind of open development is almost unheard of in MMO's. What lead to that decision?

Christian: Because we have limited resources, every time we make a decision about the game, no matter how basic, we intensely question our first response. The NDA decision is a great example of it – we were talking about needing to draw up an NDA, and we asked “What does this do for us, exactly?” and came to the conclusion that it does not do anything.

NDAs fundamentally attempt to keep information from getting out. This is an exercise in futility in this day and age – even assuming that no one breaks the NDA on the down-low (We’re all law abiding citizens here), people can still easily communicate to one another that the game sucks by saying “This game sucks.”


Werit: Openness does not only apply to the development. One of Dawntide's listed features is "Open ended character development." Can you tell us a bit about what that means?

Christian: Open character development means you make no decision that ties you down to any specific path of progression. It’s always possible to just pick up a new item and start doing something else, so your character’s skills will be defined by what you like to do in the game rather than in which direction the next carrot is.


Werit: Crafting in Dawntide looks like it is a core gameplay mechanic, rather than just a diversion. My favorite crafting system had to be Star Wars Galaxies. From what I've read, Dawntide seems to be going down a similar path. Can you tell us a little bit about how it works?

Christian: We have a big article on Crafting up in our Feature Discussion forum. It is very similar to SWG in that raw materials vary in quality and sources are dynamic, so a given piece of territory won’t always have the same resources or quality of resources.

Werit: Will there be decay on crafted items?

Christian: We haven’t made a final decision on how items will exit the game to combat mudflation yet, but an item durability solution is definitely on the table.

Werit: Decay can be an important part of a crafting system, but it can also lead towards a lot of frustration. How do you balance it so expensive items are worthwhile?

Christian: Very carefully.

Werit: One interesting tidbit's I picked up in my readings was about the supply and demand based economy. While reading about it, it reminded me of Elite and the player-based economy of EvE. Are they influences behind Dawntide's system?

Christian: I’m a big fan of EVE’s economy and they have definitely been a major source of inspiration for us. Players need to be responsible for the vast, vast majority of all market transactions if you want to have realistic effects like wars affecting the economy, and we definitely do.

Werit: Trading is a fun career for some, including me. How will players move goods around? Will they have a lot of backpack space or will the mount do the carrying? Is there an opportunity for pirating?

Christian: As a rule of thumb, nothing will move unless someone moves it. However, it will be possible to load ships with large amounts of cargo, and we will also have carts and wagons to help individual crafters improve their carrying capacity at the cost of speed and defensibility.

Werit: Will there be a central Auction House? How about player owned vendors?

Christian: We will be using localized markets. The current plan is to have local warehouses where you can rent space, which both markets and vendors will link to. Using the market will incur some sort of fee for the convenience, while vendors will have to be paid a set amount for their services.

Werit: Will a character be able to do it all (crafting/combat) or do you see players having crafting alts?

Christian: I think we’ll see people having alts. As convenient as it sounds, I can’t see it working out well if a significant amount of characters can simply do everything. I wouldn’t be surprised if most people played at least two characters to fully enjoy the game.

Werit: Dawntide is currently in it's first Beta phase. Any hints as to when phase 2 starts?

Christian: Expect an announcement this week.

Monday, September 14, 2009

Q&A with Fallen Earth's Wes Platt

Recently, I had a chance to talk with Wes Platt who is one of the developers on Fallen Earth. He was kind enough to answer some questions for posting on this site. Thanks Wes! Fallen Earth is currently in pre-order launch access mode and will be open for all on Tuesday September 22nd.

For Fallen Earth videos, you can check out the ones I posted on youtube.

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Werit: Can you tell us a little about yourself and what you do for Fallen Earth?


Wes: My name is Wes Platt. On the FE forums, I'm known as Canticle. For more than a decade, I worked as a journalist for the St. Petersburg Times. Now, I'm a content design team lead for FE. It's my job to help guide other designers on a day-to-day basis as we develop new content for the game.

Werit: I know text based games are a big part of your gaming history. Have they influenced your work on Fallen Earth? If so, how?

Wes: The text-based online multiplayer games that I've worked on helped me hone the creation of dialogue in short order and to jump rather fluidly from one character's mindset to the next. As a result, it's fairly easy for me to move between characters as I'm developing their dialogue for missions in Fallen Earth. I've also found opportunities to sneak in some Easter egg references to characters from my games here and there. If you play OtherSpace, keep your eyes peeled and you might spot them.

Werit: You may have heard Star Wars: The Old Republic is trying to make story a central part of their game, which many MMO's have gotten away from. Is the story an important part of Fallen Earth?

Wes: Story is a huge part of Fallen Earth, from beginning to end. We've got several major storylines that carry throughout the game. You learn early on that you're a clone, so that's a central storyline. In another, we explore the back story of the corporate giant, GlobalTech, and what its leaders did in the name of progress. You've also got opportunities to explore whatever became of the followers of Alec Masters after the fall of Hoover Dam. And those are just the core storylines. Every town has a story, from fighting off bandits to recovering from mass poisonings to trying to thwart zombie-generating lunatic AIs. We love telling stories in a post-apocalyptic environment. Some of them are true post-apoc. Some are horror. Some are sci-fi. Some are humor. We've even got the occasional unrequited love story here and there.

Werit: Fallen Earth is launching September 22nd. It just so happens to be near the release of Champions Online and Aion. That is some pretty stiff competition. What sets Fallen Earth apart?

Wes: Fallen Earth is set apart from the competition first and foremost by the setting: It's post-apocalyptic Earth. Next, we've got a deep crafting system that lets you make 95 percent of all the gear and other goodies available in the game world. You can make everything from a bladed hockey stick to a muscle car. As for having competition: We're okay with it. Our goal is to develop a growing fanbase over time. If we can follow a slow but steady growth curve similar to EVE Online, that's just fine by us.

Werit: I find the horses and vehicles in this game very interesting. How many mounts are out there for a player to get? Are there any customization options?

Wes: We've got several types of mounts: Horses, all-terrain vehicles, motorcycles, dune buggies, and a muscle car known as the Interceptor. Players can make variants of each kind. Some are faster. Some hold more cargo. And some are equipped with guns. Horses will be popular because they're the only mount that you can fire a rifle from and they'll regenerate stamina, while vehicles need refueling. You can shoot handguns from other vehicles. Right now, our vehicles are single-passenger. We've got multi-passenger on the wish list.

Werit: Player made add-ons are becoming a mainstay of the modern MMO. Does Fallen Earth support these kind of add-ons?

Wes: Not at release. It's still under consideration.

Werit: MMO's seem to fall into a couple camps regarding content releases. There is WoW and their big but slow updates. Then there is LoTRO with their frequent but smaller updates. Once the game is released, how will updates be done?

Wes: We're hoping to add small content patches rather frequently, with major updates coming on a quarterly basis.

Werit: Fallen Earth does have PvP. Can you explain how this works and why a player will want to participate?

Wes: PvP comes in a few flavors in Fallen Earth. We've got some designated zones that are just intended for the video game equivalent of paintball: You run around and kill each other for fun. We've got some that offer "supernodes," which drop rare and valuable crafting components. And then we've got conflict towns, in which players of the various factions and their allies can battle for supremacy. If your faction takes over a conflict town, you get access to special merchants and mission-givers that aren't available to anyone else. During PvP, you earn Death Toll points. You can use those points to gain access to PvP gear.

Werit: Where do you see Fallen Earth in 3 years?

Wes: Successful, with a steady and growing player base and regular content patches. It's a little difficult to give an accurate forecast right now. Once the game releases and we've got a solid foundation of subscribers, it should open the door for us to add more exciting features to Fallen Earth.

Werit: Finally, what would you like readers to know about Fallen Earth?

Wes: To learn more about the game, visit our website at http://fallenearth.com. You can also follow our regular updates on Twitter at http://twitter.com/FallenEarth
. We're looking forward to enjoying the apocalypse with everyone!