Massively recently had the chance to speak with Champions Online's intrepid lead designer, Randy Mosiondz. Topics included are the game's unique brand of action-combat (and how it differs from other games), a substantial achievement system, new mission structure and even what new and exciting travel powers would be featured come launch time.
Massively: Champions Online is offering a more action-oriented approach to gameplay, but isn't the only title within the MMO space to use this philosophy. Can you speak to what differentiates your action combat from other titles?
Randy: There are a number of defining characteristics of action-oriented gameplay in MMOs which we're implementing in Champions Online. One of them is low recharge time on powers - we've focused on small attacks and other gameplay mechanics that build your power and big attacks that expend it. In other words you're never stuck waiting around for your powers to recharge!
Another element is the reactive nature of combat while you can certainly plow through gangs of henchmen without breaking a sweat, when you start running into super-villains you really have to learn to watch and react to their combat powers, dodging, blocking, waiting for openings, etc. We've also been playing close attention to our controls as well by building multiple functions into each key or button press - for example, tapping does one thing but holding does a charge-up effect. Overall, while technology hasn't caught up to the point where we can have a hundred players on a large graphics-heavy map and not have to worry about latency for action gameplay, we're starting to close that gap.
Additionally, how has the combat system changed over the course of development?
In the original design a lot of the powers were bound in more narrowly defined themes: you could play a power armor guy, a sword guy, a force control guy, etc. which had specific gameplay associated with each of them. It was also very heavily focused on the power builder mechanic where you do light attacks to build to heavier attacks. Over the course of the project a couple of things became clear: players wanted to mix-and-match powers freely and we needed to have an alternate power builder mechanic so players didn't constantly have to spam light attacks to keep their energy high. Now we have an incredibly flexible powers system with an interesting power builder mechanics built into them!
A lot of people who're currently playing older MMOs may be looking at Champions Online and wondering if/how much they're going to have to upgrade their computer. Has the game been designed with these older machines in mind?
We're continually optimizing our graphics code so we can run on lower-end systems after all, we want Champions Online to be available to as many players as possible! We don't have the final low-end specs yet but we'll post them as soon as they are available.
For those interested in the PvP experience, what will Champions Online offer at launch?
In the Champions universe there is an arena system where super-powered contenders come together to show off their combat prowess. Players can earn special PvP rewards, ratings, and titles by playing in different PvP scenarios. We plan to add even more types of PvP scenarios and rewards in our ongoing post-launch content!
And for players completely uninterested in PvP, will not participating be much of an issue for them?
The PvP system is completely optional; there'll be plenty of other activities for non-PvP people.
If player-villains do eventually become a key aspect of the game, is there a chance that we could play as our heroes' Nemesis?
It's definitely a possibility! We've been talking about that here at Cryptic for awhile; it's just a matter of getting the time and tech resources to pull it off properly.
Part of what makes comic books such an amazing medium is the marriage of art and writing. To that end, what sort of unique tools does Champions Online employ to tell its stories to the players?
A big part of conveying the Champions Online story to the player is our mission system. Originally it started with a number of simple mission-giver contacts but as more tech came online we expanded it to have more "discovery" style missions where players uncover stories for themselves by exploring the world, finding clues, etc. To support this we have developed an achievements system where players can uncover and read more about various large-scale plots within the Champions universe.
But we also believe the story of the players' characters is just as important! For example, our Nemesis system allows players to build an arch-enemy for their hero to fight, bringing more of the player's own creativity into the game. We also have a set of web-based tools to allow players to share information about their characters with friends online. As the game grows we want to try to provide more tools so players can tell more of their own stories within the larger Champions universe.
Strong audio design is an important aspect of any videogame, especially with MMOs where sounds and music play repeatedly. What can we expect to experience from the sound and music of Champions Online?
Cryptic has a talented audio team that is currently producing a number of original sound FX, musical scores, and voice-overs for the different areas, groups, and signature villains within the Champions Universe. We have developed an audio system that offers a degree of sonic variation and musical interactivity that has not been seen in MMO's to date, insuring that music and SFX will not be become repetitive and boring. Players will definitely want to play with their sound cranked up high!
What types of travel powers will players have access to in Champions Online and how will they function?
We'll be providing a number of classic super-powered travel powers including flight, super-speed, leaping, and teleportation as well as hybrids like acrobatics and cool variants like ice slide. Each of the powers function a bit differently but it comes down to a basic trade-off between your increased movement and your power building capabilities.
Beyond the basic guild experience, will Champions Online offer any newer concepts such as bases or leveling systems?
Champions Online allows players to form supergroups with a ranking system, team colors, logo, message system, and access to a supergroup vault. As the game progresses we'd like to expand this into a supergroup base and leveling system.
We haven't heard much concerning the achievements and perks systems, something that Cryptic was early to adopt. What's new or different with Champions Online's version of this addictive meta-game?
Champions Online has a LOT of achievements/perks related a various game activities completing storylines, exploring new areas, defeating signature villains, PvP, etc. In addition to providing goals for players to achieve and tracking story progress we are providing an extensive rewards system. Players will have a lot of fun using the achievements/perks system to improve their character in different ways!