almost 2 years
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Ashes of Creation
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7s | [Music] |
---|---|
8s | thank you |
17s | hello everyone and welcome to a bonus |
21s | stream in April we have a really cool |
24s | show today you know for those of you |
26s | who've been a part of the community for |
27s | a while now you know that on a yearly |
29s | basis we kind of interact with different |
31s | content creators who have been with the |
34s | ashes equation Community for a while now |
36s | and I am joined by three of our very |
40s | amazing |
41s | um content creators and and they also |
43s | you know manage their own communities |
45s | who are very excited for actions of |
46s | creation and they've compiled a really |
48s | cool list of questions that I'm excited |
51s | to to answer with them today I have not |
53s | previewed these questions |
55s | um so I heard that some of them might be |
57s | uh might be fun some of them might be uh |
61s | a little spicy we'll see but |
63s | um I would love to go around uh with |
65s | each of you and have you guys introduce |
67s | yourselves and your channels and your |
69s | community and just kind of give a little |
71s | introduction why don't we start with you |
73s | samerg |
75s | oh yeah so uh yeah so my name's samorga |
77s | and I am uh the host of the ashes |
80s | Pathfinders podcast and from the |
83s | community site asheshq.com |
86s | um so that's pretty much where you can |
87s | find us doing our thing pretty regularly |
88s | we're pretty stoked about ashes yeah I |
90s | jump on and I listen to your guys's um |
93s | podcast every now and then that you have |
95s | with some of the guests and also when |
97s | you do the reviews |
99s | um of the live streams and stuff you |
100s | have a very active community and I love |
102s | to see the questions in the banter and |
104s | the kind of go back and forth and |
105s | whatnot we also have with us uh Mr |
109s | Richie sh how you doing buddy doing good |
112s | how are you very good tell us a little |
114s | bit about yourself and your channel uh I |
116s | my channel is Richie sh over on YouTube |
118s | I cover all sorts of Ashes of creation |
122s | news I cover |
124s | tweets Discord chat all sorts of things |
127s | to get you know every bit of information |
129s | we possibly can |
131s | every little piece of morsel possible |
135s | and then we also have a regular uh our |
140s | amazing our one and only uh TB how you |
142s | doing |
143s | I'm doing pretty well thank you so much |
145s | I hope you're doing well also you know I |
149s | was getting sick last week during the |
152s | live stream I was actually I got sick |
154s | that Thursday uh and I am almost out the |
158s | other side this one was a doozy |
161s | um it definitely it was definitely a |
164s | rough one but I'm feeling much better |
165s | today and I'm excited to be here with |
167s | you tell us a little bit about uh your |
168s | channel and and |
170s | um what you do with ashes |
173s | um so I am a co-host of the Golden |
176s | Feather which is a community-based uh |
179s | kind of interview and Opinion podcast uh |
182s | where we usually get to know our guest |
184s | and also get to know the community's |
186s | opinions on topics that the community is |
188s | generally talking about |
190s | um so I have some of my questions are |
193s | kind of in that style very cool well I |
196s | love |
197s | um the opportunity to kind of sit down |
199s | with members of the community especially |
201s | you guys who have been following ashes |
203s | for such a long time and obviously there |
207s | are different tiers of content creators |
208s | who kind of follow ashes on and off kind |
211s | of bring updates to their communities |
213s | but you guys have been following for a |
214s | very long time you're very core Central |
216s | members of the community and you |
218s | represent I think a cross-section of |
220s | followers and and fans who have been |
223s | relatively up to date with what the game |
226s | is intending to be the philosophy of our |
228s | designs and you know been here from the |
231s | very beginning |
232s | so it's always good because when we do |
236s | live streams or you know other types of |
240s | um you know quote-unquote marketing |
241s | events where I might do interviews with |
243s | content creators whatnot sometimes those |
245s | are done within the context of the new |
247s | audience right who might we be speaking |
249s | to |
250s | um that has never heard of Ashes before |
252s | but today I think we're going to be a |
255s | little bit different there we're going |
256s | to be speaking to more of our core |
258s | audience uh with the types of questions |
260s | that you guys want to ask |
262s | um and those of you who have been |
264s | following the project for a long time |
265s | and have been through uh the journey |
267s | with us of what it's come to to be to to |
270s | make this game so |
272s | that's always exciting for me and I |
273s | apologize I have a um I have a cough |
276s | drop so I don't cough too much |
279s | um |
280s | well that's what might be why I'm |
281s | sounding a little bit strange |
283s | um but |
285s | that being said how have you guys been |
287s | doing how did you guys enjoy the last |
288s | update |
290s | I loved it I thought it was great seeing |
293s | the story are starting to come together |
294s | it's pretty cool |
295s | um yeah it was something that we haven't |
297s | really shown before obviously we've |
299s | talked a lot about since the beginning |
300s | of um |
302s | of time for ashes back in 2017 about a |
304s | changing world and whatnot but I don't |
306s | think people really had the opportunity |
309s | um to have seen what systems are |
312s | associated with that they got a little |
313s | bit of a touch on it with the weathers |
315s | and seasons and now they get to see that |
316s | both from a story arc perspective as |
319s | well as how we intend to facilitate |
321s | those story arcs across the world |
324s | um I thought it was cool I I love seeing |
327s | the transition to that zone over into uh |
330s | over into the blood is due story arc I |
333s | thought it was super cool and Carfin is |
335s | such a giant Tower one of one of my |
337s | favorite things that I enjoyed in |
339s | previous MMOs was these tall vertical |
342s | dungeons |
344s | um in lineage they had a really cool one |
346s | called kruma tower that you got when you |
348s | were like level 40ish and Tower of |
350s | insulence that you got when you were |
351s | like a little bit end game |
353s | um |
354s | and I really always enjoyed you know |
356s | going through those Towers in the |
357s | different rooms uh of that dungeon |
360s | competing and fighting for uh for where |
363s | I could hunt or where I might get |
365s | picayed or get trained a bunch of mobs |
367s | on I don't know if you guys ever had |
368s | that experience in your MMO play |
372s | yeah definitely watch do you have that a |
374s | lot on the live stream yeah |
378s | it was super cool well let us get to |
381s | some of your questions I am super |
385s | excited to just and just for you guys |
388s | who are tuning in this is going to be a |
389s | q a uh primarily we're gonna just |
392s | um shoot the shoot the poop so to speak |
395s | um and talk a little bit about ashes and |
399s | uh some of the questions that the |
400s | communities have have expressed to these |
402s | guys so what do you guys got for me |
406s | so uh my first question and as I |
409s | mentioned these are gonna reflect kind |
410s | of our TGF Tavern podcast uh theme so my |
415s | first question is a little bit of an |
416s | icebreaker what are the most challenging |
419s | and most enjoyable things you have found |
420s | about running the studio |
422s | um with these in mind what is your |
423s | biggest lesson learned throughout the |
425s | process |
426s | what have been the most challenging and |
429s | exciting things I've experienced in |
431s | running the studio well that is a big |
433s | question |
435s | um for those of you who don't know my |
437s | history |
438s | um you know I started Intrepid with my |
440s | husband John back in |
442s | 2016 really it was when we fired our |
445s | fire hired our first our first employees |
449s | I think was John aralano and Keith Kovac |
453s | um it was December of 2016 |
456s | 15 actually sorry December of 2015. and |
462s | you know it really came from a point of |
466s | me as a player uh I was kind of kind of |
469s | upset with the state of MMOs and I've |
472s | been a huge MMO fan for a very long time |
474s | I've played a lot of MMOs |
476s | um and um |
478s | we had an opportunity with uh you know |
480s | some of the talent here in in San Diego |
482s | from you know formerly Sony Online |
485s | Entertainment and some great MMO |
487s | franchises that were built |
489s | um to attract a an audience of of |
492s | developers who were going to be |
494s | interested in building next best MMO |
496s | possible |
497s | and I didn't know much about development |
501s | at the time I know a lot about designs |
504s | and systems because I had I had run my |
507s | own campaigns and d d and Pathfinder and |
510s | that's what ashes of creation has |
511s | predicated on with what it's built off |
513s | of is |
514s | um of off of that campaign in Pathfinder |
517s | and so I had a very kind of uh |
520s | understanding design wise of these |
522s | systems that I've experienced and were |
524s | inspired from in other MMOs that I've |
526s | that I have uh have played in and I |
528s | thought how cool it would be to |
529s | integrate those systems into a |
531s | comprehensive and cohesive design theory |
533s | around risk versus reward and you know |
536s | not everybody's a winner and a little |
539s | bit more of a throwback to more old |
541s | school design feel and and whatnot so |
544s | for me |
546s | I started in studio was a fire hose of |
549s | information of learning |
551s | um you know the first couple of years |
553s | just sitting very closely with each of |
556s | my lead developers and digesting as much |
559s | as possible from their experiences in |
561s | previous |
563s | companies and previous uh projects and |
567s | that was that was a very difficult task |
570s | to learn as much as I did in such a |
572s | short period of time and still to |
574s | continue learning that what I would say |
576s | the most fun aspect |
579s | of having LED an MMO studio now for the |
583s | last over six years |
585s | has been to watch the team grow and |
588s | change you know it's a very different |
591s | feeling when you're a group of uh you |
593s | know half dozen to a dozen people |
595s | growing to a couple dozen people growing |
599s | to dozens of people growing to 150 plus |
602s | people like you know that that |
604s | experience these do different thresholds |
608s | of Studio size |
610s | um |
612s | while maintaining the culture of what |
614s | Intrepid is which is a place for gamers |
616s | to build games that they love |
619s | um |
620s | you know that that has been that has |
622s | been a really rewarding experience to |
624s | see the connections to see the |
626s | friendships form to see the bonds |
627s | created to see the camaraderie the uh |
631s | Collective desire and motivation to |
634s | create something that stands the test of |
636s | time that makes your audience proud that |
638s | makes you yourself want to play the game |
640s | like you know it is that is something |
643s | that is a sight to behold |
646s | um the second most exciting thing I |
647s | think for me has always been the |
649s | opportunity to interface and talk to |
652s | other Gamers people who are excited |
655s | um you know I get a taste of this on a |
656s | Reddit I get a taste of this on the |
658s | forums or through different YouTube |
660s | channels and Twitter and what you know |
662s | Discord a large portion of my initial |
665s | environment and how I talk to players |
667s | was through Discord but |
669s | um I think that the the Pinnacle of that |
672s | experience was going to pax's and having |
674s | an opportunity to sit down and hear |
677s | directly from the player what's so |
679s | Inspire what's what's in inspirational |
680s | about ashes what is the core philosophy |
683s | that speaks to you as a gamer and it's |
685s | you know each person's different what |
687s | speaks to them right because we're all |
688s | eclectic and have our own backgrounds |
690s | and pasts and experiences that we want |
691s | to relive and the Nostalgia that we want |
694s | to experience again so |
696s | um |
697s | okay |
698s | just kind of finding what that common |
700s | ground is between us as Gamers |
703s | um that was fun to experience and see |
707s | people |
708s | with with a just literal excitement an |
711s | opportunity to kind of chat with them |
713s | play Magic with them play board games |
715s | and hang out after the events that was a |
717s | super fun thing for me what has been the |
719s | most challenging |
722s | um obviously the most challenging thing |
725s | for me was learning everything I needed |
726s | to learn in a very short period of time |
728s | and then continuing to learn and evolve |
730s | from there if I were to give another |
731s | answer on the challenging aspect from a |
733s | development perspective |
735s | it's integrating I feel |
738s | this transparent process with the |
742s | creative and development side of a |
744s | project typically what people's people |
748s | don't see what it takes to build these |
750s | types of games it's ugly it's hard it's |
754s | iterative it is |
757s | um it takes so much imagination to look |
760s | at what you're seeing in a functional |
762s | setting and imagine it in a |
765s | testable and then eventually polished |
768s | and shippable setting right that that is |
770s | a logical leap of creativity that it |
773s | takes to get from this has no VFX this |
775s | has no sound design this has no polished |
777s | animation this has nothing and I'm not |
779s | talking about what you guys see because |
780s | we take that up to close to a uh a a |
785s | shippable |
787s | quality but when you see it in a very |
791s | bare bone setting |
793s | um it it can be uh it can be difficult |
796s | it can be challenging to imagine it in |
799s | its next step of iteration and work |
802s | um and then have to make decisions based |
805s | off of that |
806s | um you know it's very there's a |
808s | challenge it's a challenging thing to do |
810s | but very rewarding as well sorry that |
813s | was a long-winded answer to your |
814s | question |
817s | all right my first question is which |
820s | zones can we expect to see in Alpha 2 |
822s | and how many of them are in a comparable |
824s | state to the riverlands and how far |
826s | along in development they are oh that's |
829s | a that's a big question |
831s | um we have a lot of zones that are |
833s | planned for Alpha 2. not all of them |
836s | will be online by the time Alpha 2 |
839s | launches |
840s | um but they will be continuously |
843s | integrated and launched as part of Alpha |
846s | 2 continuing forward |
849s | um you know the big areas obviously are |
851s | the riverlands the Badlands the the |
854s | sansqual desert uh the tropics the |
859s | forest areas |
860s | some of the tabletop Mountains and the |
863s | tundra and Ice areas |
866s | um you know and then we want to |
868s | obviously have |
870s | the loops around our navel |
873s | zones partly represented I apologize for |
876s | coughing guys |
878s | um or some called our last week's |
880s | preview the Tower of coffin uh that's |
884s | good but um yeah so you know there's a |
887s | lot of there's a lot of areas that are |
889s | planned when we talk about like level of |
890s | completion what goes into really making |
893s | a particular Zone |
895s | um obviously there's the terrain there's |
898s | the foliage they're setting up small |
900s | points of interest medium points of |
902s | interest large points of interest |
903s | there's connecting the quest hubs into |
906s | those points of interest they're setting |
907s | up the nodes within those localities |
909s | there's the Overland population the |
911s | spawner work that needs to be kind of |
913s | set up |
914s | um narrative and story lines and how |
915s | they connect outside of that particular |
917s | Zone |
918s | um there's the resource tables and |
921s | materials |
923s | um you know there's a lot that really |
924s | kind of goes into that so as we kind of |
927s | accomplish setting up each of these |
929s | zones |
930s | um incrementally uh you know different |
932s | parts of the team come and touch the |
934s | zones at different points in the type in |
936s | the in the pipeline so first you |
938s | environment kind of gets in there and |
940s | they set up the terrain and kind of the |
942s | block out for all of the level design |
944s | across that particular Zone uh in |
946s | conjunction with the design level design |
947s | team |
949s | um who's Ben and Jason and Jeremy kind |
952s | of you know work with them on that front |
954s | and then once those kind of areas are |
956s | are set up and the pois get blocked out |
959s | that's when you know narrative teams |
961s | start |
962s | assigning quest locations Quest markers |
965s | and setting those up while nodes is kind |
968s | of setting up the the base node node |
970s | areas as well so you know |
973s | it depends on the Zone uh where it's at |
976s | from a level of completion standpoint |
977s | and and who's kind of touched it |
980s | um you know it would be a long list kind |
982s | of run down and go through each of those |
983s | but I would say I would say generally |
985s | when we talk about in preparation for |
987s | Alpha two |
988s | we bring the zones that are intended to |
990s | launch with somewhere between like a 60 |
993s | to 70 percent completion perspective |
995s | before it's ready for an alpha two and |
998s | then that's where you would expect |
999s | players to kind of participate in those |
1000s | zones during Alpha 2. |
1004s | cool so this one's going to be related |
1006s | to lore could you elaborate on how the |
1009s | soul as a conduit May tie into other |
1012s | Realms or planes again assuming those |
1014s | are actually different things or |
1016s | possibly even the avatars of the Gods |
1017s | which you've previously mentioned oh I |
1020s | need to be maybe I need to be careful on |
1022s | this one |
1024s | um |
1025s | and I don't know how much I've gone into |
1026s | this in the past and how much is |
1029s | revealing maybe too much uh right now |
1032s | um but okay so |
1036s | so to understand what the |
1039s | mortal coil is what we call the Mortal |
1042s | coil |
1044s | there is some base metaphysical |
1047s | understanding that's required of kind of |
1049s | the universe of Ashes of creation or you |
1052s | know quote unquote universes I suppose |
1055s | and at the Crux of of each is this |
1059s | concept of the flow of essence the river |
1062s | of essence we might call it right in |
1064s | essence is is really all that can come |
1067s | to be comes from in some way shape or |
1070s | form the essence |
1073s | um and you know in the original kind of |
1076s | Ashes of creation Pathfinder campaign |
1078s | that I had built long ago |
1080s | I'll just kind of talk a little bit to |
1082s | that and let you guys discover what may |
1084s | have changed in nationalism creation but |
1087s | in that sense there's very much this |
1090s | concept of of playing our locations or |
1093s | different planes that existed within the |
1096s | universe some things existed on the |
1098s | material plane some things existed on |
1100s | the Ethereal plane on the celestial |
1103s | plane you know there are a number of |
1104s | planes that kind of exist |
1106s | and |
1107s | Essence flows like a river through each |
1110s | of the planes and the higher up you go |
1113s | in these planes the closer to the source |
1116s | of the essence you really are and that's |
1119s | where you can see stronger |
1120s | manifestations of you know the magical |
1123s | aspects of the essence |
1126s | um |
1128s | now |
1131s | I'm sorry let me make sure I'm touching |
1134s | on the right point in the question can |
1135s | you re-ask the question just one more |
1136s | time for me sure yes oh I see it |
1138s | actually on the screen okay sorry no |
1139s | elaborate more of how the salt okay okay |
1141s | got it so when the Divine races were |
1144s | created uh by uh the pantheon of Gods |
1150s | they were created for a particular |
1152s | purpose and the purpose they were |
1154s | created for was to observe how these |
1158s | mortal beings would interface with a |
1161s | substance like the essence |
1163s | and obviously one of the great |
1165s | differentiators between Mortal Divine |
1167s | races and the gods is that aspect of |
1171s | mortality and one of the ways that the |
1174s | Divine races were created in order to |
1176s | interact with the essence was through |
1178s | the use of a mortal coil and that mortal |
1182s | coil was malleable your soul was |
1184s | malleable it could change to adopt a |
1188s | greater |
1189s | um a greater connection with the essence |
1193s | around one particular School of magic |
1195s | perhaps or one type of magic that you |
1197s | might use Essence for and the more you |
1199s | experienced that the more Adept you |
1202s | became with utilizing that magic and |
1204s | that's because your coil would start to |
1207s | mold itself to best facilitate that flow |
1211s | of essence whatever School of magic you |
1214s | were manipulating with it right |
1216s | and so |
1218s | in that sense when you have the story of |
1220s | the original ancients the the |
1223s | predecessor raced to the Divine races |
1226s | their coil began to warp and change to |
1231s | best facilitate Essence through the use |
1233s | of corruption and corrupt magic because |
1236s | it was in their in their story in their |
1238s | history that they learned the most |
1239s | powerful user at least what they |
1241s | believed was the most powerful use of |
1244s | essence was through corrupt magic and |
1247s | that's what allured them towards it |
1249s | um so to give you you know better |
1252s | context about why that conduit is so |
1254s | important is as your base character as |
1258s | your core archetype continually learns |
1261s | and manifests things in the world of era |
1263s | through the use of the essence it will |
1266s | continue to shape and change its conduit |
1268s | towards that purpose now |
1273s | how does the soul act as a as a as a |
1275s | conduit to the other races to the other |
1277s | Realms remember that Essence is like a |
1280s | river that flows through the Plains and |
1282s | when it touches mortal coils that use it |
1285s | in a certain way it has reverberations |
1287s | throughout the river that is felt across |
1291s | the Plains and that's how important the |
1293s | Divine races are when it comes to the |
1295s | the war over their soul so to speak |
1299s | um is is what impact it has Across the |
1301s | Universe so to speak so hopefully that |
1303s | answers some of your questions uh and |
1305s | then I see it's a possible avatars of |
1307s | the Gods which have previously been |
1309s | mentioned we've talked a little bit |
1311s | about them I don't want to give them |
1312s | away |
1313s | um too much because they are core |
1316s | characters within some of the story |
1317s | lines but obviously you know the Phoenix |
1319s | is an avatar |
1321s | um and so that kind of gives you an |
1323s | example of the types of Mythos and |
1327s | mythological creatures that we lean into |
1329s | to kind of represent |
1331s | um uh the avatars of the Gods |
1337s | all right my next question is will the |
1340s | Alpha 2 map include any portion of the |
1343s | Eastern continent |
1346s | um that's eventually it will yes |
1349s | um at launch it might not uh it depends |
1351s | depends on how much progress we make |
1352s | towards that end |
1354s | um it is not required for us to begin |
1356s | testing let's just say that |
1359s | um and so if it if it makes it by the |
1361s | time we want to launch Alpha two |
1363s | um then we will include it otherwise it |
1364s | will be released at a later time during |
1366s | the Alpha 2 test |
1369s | all right |
1370s | um did the under realm size increase |
1373s | when you expanded the size of the world |
1375s | map or is it still expected to be about |
1377s | 100 square kilometers it didn't increase |
1379s | too much |
1381s | um you know there is going to be some |
1383s | level of of |
1384s | additional scope that's necessary on the |
1387s | Underground again to reiterate the |
1389s | intent of the under realm in areas where |
1392s | you have over land Transit and movement |
1396s | between zones the under realm is meant |
1399s | to provide an alternate path so that |
1402s | you're not creating these kind of |
1404s | congested environments where it is just |
1407s | too easy to gank you know someone who's |
1410s | moving material Goods like through a |
1413s | caravan in a particular choke point |
1416s | um it's kind of all offering alternative |
1418s | paths that can exist for players to |
1422s | utilize as necessary and so in that |
1425s | sense even though the size of the map |
1426s | grew those choke points remained |
1429s | relatively similar right they're |
1430s | designed for a particular player count |
1432s | as a conjunction between different zones |
1435s | and so the underground in order to |
1438s | facilitate take that alternate path |
1441s | idea did not have to increase in size |
1445s | too much |
1450s | cool so the next question uh for the |
1452s | Pathfinders is that you've mentioned |
1454s | Milestones a lot is there any chance you |
1456s | could elaborate on what these different |
1459s | Milestones or goal posts are in order to |
1461s | provide some added transparency without |
1463s | promising dates |
1465s | and elaborate on these different |
1467s | Milestones or goal pose |
1469s | well |
1471s | when |
1472s | I mean there's a there is a lot that |
1474s | gets done in a particular Milestone to |
1476s | give you to give you kind of um |
1479s | understanding from from our internal |
1481s | kind of production schedule perspective |
1484s | um Milestones consist of multiple |
1488s | Sprints worth of work right and these |
1491s | Sprints are kind of small |
1494s | increments of time that a particular |
1497s | development team might work towards a |
1499s | goal completing a feature |
1502s | or content pass that's necessary in a |
1505s | particular area and so when we set up |
1509s | our milestones and |
1511s | um we are kind of identifying what those |
1513s | particular Milestone goals are they span |
1515s | across the entirety of development from |
1518s | platform and Engineering to design and |
1522s | concept to combat iteration and counter |
1526s | design |
1527s | through model creation and VFX and our |
1531s | tools adjustments and iteration and |
1535s | environment build outs and you know |
1536s | everything that goes into making a game |
1538s | everyone is kind of involved in this |
1542s | concentrated and Cooperative effort to |
1545s | achieve a particular Milestone now |
1549s | you know we talk about these Milestones |
1551s | every month that we do a live stream you |
1554s | see the fruit of these Milestones |
1557s | whether it be in the assets that get |
1559s | created that we talk about |
1561s | um or a particular feature that we want |
1563s | to show off you know its development as |
1565s | it's been kind of fleshed out further so |
1568s | each month you guys uh in the community |
1571s | get insight into what was a part of this |
1574s | particular Milestone and when we talk |
1576s | about upcoming presentations and |
1578s | upcoming |
1580s | um live streams you're getting inside I |
1582s | think into you know what's part of our |
1584s | of our internal scope now obviously we |
1587s | don't share our internal Milestones |
1589s | because they're very fluid and subject |
1592s | to change we're an Agile development |
1595s | team which means that between Sprints it |
1599s | becomes necessary for us to make pivots |
1601s | for us to make you know priority changes |
1604s | as it exists within our backlog |
1606s | um and you know a lot of that is driven |
1609s | driven by desired testing we need to get |
1612s | done internally or you know when we |
1616s | discover |
1616s | undiscovered work or we develop Tech |
1619s | debt like there are reasons why those |
1622s | Milestones change excuse me the scope |
1625s | and or objectives of a particular |
1627s | Milestone might change from Sprint to |
1629s | Sprint ever so slightly but the goals |
1632s | are always what we are aiming to achieve |
1634s | and stay consistent so we don't share |
1637s | those because it is a very agile fluid |
1640s | environment where particular objectives |
1643s | of a milestone might be relatively fluid |
1650s | and uh going back to the under realm |
1653s | will there be larger bodies of water |
1656s | like oceans lakes or rivers in the |
1658s | underrealm and if so will we be able to |
1660s | use boats or ships to navigate them |
1663s | there will absolutely be under under |
1665s | realm lakes and rivers |
1668s | those will be locations and very |
1671s | important ones for Unique material Goods |
1674s | like certain types of fish that players |
1677s | will be able to go down and fish with |
1679s | but there will not be the use of boats |
1681s | and vehicles within the water water |
1684s | vehicles of the underwhelm at least not |
1688s | for lunch |
1692s | all right if everything goes relatively |
1695s | smoothly how long are you anticipating |
1696s | Alpha 2 to run for and if it goes longer |
1699s | than anticipated how do you continue to |
1701s | keep players and the viewers interested |
1703s | for that long without feeling the |
1705s | burnout of seeing all the content |
1708s | well Alpha 2 will not be content |
1710s | complete that's the first thing |
1712s | um the other thing is you know when |
1715s | talking about kind of a burnout |
1717s | um I think that's something that we |
1719s | adapt to during the testing period we |
1721s | kind of observe how players are buying |
1723s | on to |
1725s | um this the particular testing that's |
1726s | available if we need to consolidate that |
1729s | testing we need to wipe that testing |
1730s | we'll talk about the length of alpha two |
1732s | alpha 2 is intended to exist up until |
1734s | launch there's going to be different |
1736s | testing periods that we will be |
1739s | um releasing either new content |
1741s | locations or zones or systems that we |
1745s | want to have players kind of focus in on |
1747s | in those situations if we're having you |
1750s | know participation drought because of |
1752s | the length of Alpha 2 we can we can set |
1755s | them up in a more focused uh setting we |
1758s | can even incentivize that we can offer |
1760s | unique testing to potentially |
1764s | um |
1765s | new testers as well |
1768s | um you know it's important to note that |
1771s | Alpha 2 and our Alphas are not what |
1775s | traditional Alphas have been that many |
1776s | players have experienced |
1778s | which are usually |
1782s | completed games that are being ported |
1784s | over or moved over into a new region for |
1787s | publishing purposes |
1789s | um and they're selling access to Alpha |
1791s | as at a higher price point of exclusion |
1795s | you know exclusivity in order to to |
1799s | start off that product launch with a |
1800s | bang in the new territory that's what |
1803s | traditionally players in Western |
1805s | audiences are accustomed to are these |
1807s | Eastern ported over MMOs and their quote |
1810s | unquote Alphas which are really just |
1812s | stress tests environments for a |
1814s | completed game in a server ours are very |
1817s | much traditional alphas and what that |
1820s | means is the game is not complete |
1823s | um the game is in a very uh core |
1827s | functionality perspective Alpha 2 will |
1830s | be a bit more than that obviously than |
1831s | Alpha One was those of you participated |
1833s | in Alpha One saw just the basics and |
1835s | core functionality of the game you know |
1837s | seeing nodes get stood up seeing nodes |
1840s | collect experience and threshold and |
1841s | having some service buildings you could |
1843s | build and character progression and |
1845s | skills and abilities and Dungeons and |
1847s | you know bosses and monsters and some |
1850s | basic crafting and questing like that |
1851s | was that was alpha one now that was a |
1853s | large environment it was 64 plus square |
1855s | kilometers I think of space |
1858s | um but Alpha 2 is a much more fleshed |
1860s | out version of what ashes of creation is |
1864s | and so in that sense it's still |
1866s | important to keep in mind it is not a |
1868s | finished product |
1869s | and there's still a lot of stuff to be |
1871s | done but this is an opportunity for us |
1873s | again to touch point with the community |
1875s | and say okay on these particular systems |
1878s | on these particular content passes on |
1881s | these particular |
1882s | um |
1882s | gameplay features and and Loops like |
1885s | combat and whatnot how do you want to |
1887s | see changes and then we validate what |
1889s | those chain desires are against what our |
1892s | intended list of deliverables already |
1893s | are ensure that there's one-to-one |
1895s | parallelism there and then if there are |
1897s | things that we didn't see we evaluate |
1899s | based off of feedback from players if we |
1901s | should incorporate them or iterate upon |
1903s | the existing designs |
1907s | hopefully it'll answer your question |
1911s | all right so this one's about the |
1913s | Cosmetics store in freeholds uh when are |
1916s | we going to get answers on the point |
1918s | regarding what the Cosmetic skins |
1920s | correlate to on freeholds as it's been |
1923s | it's been quite some time now since |
1924s | people have been waiting for an answer |
1926s | on that yeah um so the majority of of |
1929s | cosmetic Freehold skins the vast |
1933s | majority of them are used for the home |
1936s | and to give you an example kind of an |
1940s | idea of how the Freehold is partitioned |
1943s | Freehold serves kind of three main |
1946s | purposes the first and foremost is as a |
1948s | location for your home and so because of |
1951s | that a part a portion of the Freehold is |
1953s | dedicated to a home building |
1956s | and you cannot fill that space with |
1960s | workshops and or processing stations |
1962s | other than to place a home there the |
1965s | home offers a lot of things and the |
1967s | reasons why it's a core element of |
1970s | freeholds is because of storage |
1973s | capability |
1976s | excuse me storage capability Furniture |
1979s | allotment and placement Furniture |
1981s | interacts very closely with processing |
1984s | as well as |
1987s | the crop rotations that exist around the |
1990s | particular |
1991s | um uh housing building |
1995s | the other portion of the Freehold is |
1998s | dedicated to workshops in these |
2000s | processing stations essentially and |
2003s | processing stations are of course a |
2005s | necessary component of taking |
2006s | gatherables into usable crafted Goods |
2010s | essentially to fulfill what recipes |
2012s | require in order to make |
2015s | items and so the majority of Cosmetics |
2019s | that um are out there from our pre-order |
2022s | packages are dedicated to that Freehold |
2025s | housing slot now some are used for the |
2029s | workstations and it is the intent that |
2032s | our designs uh facilitate multiple |
2036s | applicable Cosmetics skins to those |
2039s | workstations as well as to the house so |
2041s | you'll see freeholds that have the house |
2043s | applied cosmetic and some with the with |
2045s | the workstations applied |
2048s | um why is it taking so long for |
2049s | interpreted verification so |
2053s | the unique thing about the Freehold |
2055s | approach in design is that there's a lot |
2059s | of testing that needs to be done around |
2061s | that and in Alpha 2 we will have |
2064s | we will have our freeholds available to |
2067s | test |
2068s | and while we have the designs in place |
2071s | for how processing interacts for |
2073s | Gathering and how processing feeds the |
2077s | um the crafting stations |
2079s | um some of that stuff might change the |
2081s | allotment of buildings that can be |
2083s | placed on the Freehold the way that the |
2085s | buildings get placed on the Freehold |
2086s | whether or not we even scrap the idea of |
2088s | dedicating a portion of the Freehold |
2089s | towards the house |
2090s | and because of that because of the |
2093s | design limbo that's still pending our |
2096s | testing environment in Alpha 2 |
2099s | we've not wanted to kind of give |
2102s | definitive |
2104s | um definition around how those Cosmetics |
2106s | will be applied to the Freehold |
2108s | buildings in the event that that might |
2110s | change based on iteration but to give |
2112s | you perspective there |
2115s | um |
2115s | it's mainly going to be focused around |
2117s | the Freehold house and then also having |
2120s | the ability to apply the Skins to some |
2122s | of the workstations as well there is |
2124s | going to be a limited allotment of how |
2126s | many workstations you could have stood |
2127s | up at any given time there's a limited |
2129s | allotment of licenses that can be |
2131s | applied to a freehold in order to make |
2132s | some of those stations reach level two |
2134s | tier tier 2 and tier three |
2136s | um what those particularly are we have |
2139s | some designs for them now but that most |
2141s | likely will not survive testing and will |
2143s | need to be changed and adapted and |
2145s | iterated upon based off what the testing |
2147s | results provide |
2149s | um |
2150s | one other thing |
2151s | is that um you know we don't we don't |
2154s | really Market our pre-order packages we |
2156s | don't Market our Cosmetics we don't |
2158s | spend any marketing dollars towards that |
2159s | end |
2161s | um and I want to reiterate something |
2162s | that I've always said in the past and |
2164s | we'll continue to say |
2166s | um going forward |
2168s | um it is not necessary to pre-order |
2170s | ashes of creation |
2172s | we do |
2173s | non-ndaid uh testing periods this is an |
2176s | opportunity where all of the community |
2178s | gets to see what some of the testers are |
2181s | experiencing in Alpha One and in Alpha |
2183s | two and to be perfectly honest our |
2185s | testing environments are not catered or |
2187s | made for the enjoyment of players it is |
2190s | not a game that you are purchasing when |
2192s | you make a pre-order into Alpha and beta |
2194s | for ashes of creation you are actually |
2196s | committing yourself to dedicating a |
2199s | portion of your time in testing specific |
2202s | Loops that might not be fun in order to |
2205s | accurately provide us the team with |
2208s | information from a player invested |
2210s | perspective and so in that sense |
2213s | um you know it is perfectly acceptable |
2215s | and desired that players who are |
2218s | cautious or questioning whether or not |
2220s | this is the game for them some of the |
2222s | designs might speak to them or not sit |
2224s | back and wait you have an opportunity to |
2226s | watch development to continue to opine |
2228s | and give your thoughts and feelings on |
2230s | something and if the monetizations |
2232s | structure of selling Cosmetics is not |
2234s | your cup of tea then by all means do not |
2236s | participate that there are plenty of |
2238s | games that are out there that that do |
2239s | things differently we're very upfront |
2241s | about how we want to operate with |
2243s | regards to no pay to win no pay to |
2245s | convenience |
2247s | um you know our Cosmetics are are |
2249s | available if players want to participate |
2251s | they like collecting those things that's |
2252s | fine and they do they are part of |
2254s | building the world right these Cosmetics |
2256s | get used as part of NPCs they get used |
2258s | as part of unique buildings around |
2260s | different points of interest you know |
2262s | they're already in line of production in |
2264s | order to build the world of Ashes |
2266s | they're just also available as part of |
2268s | the Cosmetic |
2270s | purchases as well so hopefully that |
2273s | answers your question |
2275s | yeah |
2277s | I'm gonna actually go ahead and |
2278s | elaborate on the Freehold |
2280s | um what happens if you have a freehold |
2281s | and a world event happens in the area we |
2284s | know that some events can affect |
2286s | buildings can it also affect your |
2287s | Freehold |
2289s | um no so the way that events |
2292s | um work is there's a certain number of |
2296s | world |
2297s | conditions that can serve as predicates |
2300s | for whether or not an event is the event |
2303s | manager and the event system which |
2304s | Clayton has done a great amount of work |
2306s | on on whether or not these predicates |
2309s | satisfy the requirements in order to |
2311s | initiate an event |
2313s | and those events have objectives |
2316s | some of those objectives might be |
2318s | centralized at points of interest some |
2321s | of the objectives might be centralized |
2322s | at a particular node some of those |
2326s | events might be predicated on a |
2328s | particular objective that's just |
2329s | randomly spawns out in the world in |
2331s | order to kind of create player activity |
2333s | and engagement and soft friction between |
2336s | players right |
2338s | the events do not Target personal |
2341s | belongings |
2343s | um which means that your Freehold is |
2345s | essentially a personal belonging right |
2347s | it is a certificate a deed in which you |
2350s | own in which you have constructed the |
2353s | necessary requirements in order to stand |
2355s | up any particular building on that |
2357s | Freehold so in that sense we don't want |
2360s | to create an event that targets you we |
2363s | want we want to create events |
2365s | that Target engage and incentivize your |
2369s | community and there are a lot of |
2371s | different communities in the aspect of |
2372s | Ashes of equation remember we're a |
2374s | non-faction based game which means we |
2376s | have to create a lot of micro |
2377s | communities we have to create create a |
2379s | lot of quote-unquote pseudo factions and |
2382s | the reason we create those pseudo |
2384s | factions and they're opt-in like I |
2386s | choose which node I'm a part of I choose |
2388s | what social organization I'm a part of I |
2389s | choose which religion I'm a part of I |
2391s | choose which dungeon I choose to go in |
2393s | you know to XP at |
2395s | the reason why we allow that amount of |
2398s | player agency |
2400s | is because we create complementary |
2403s | systems that incentivize soft friction |
2405s | between those communities right and |
2407s | events is one of those systems that |
2410s | helps to facilitate the soft friction |
2411s | between communities |
2413s | um so we don't want to focus them on an |
2415s | individual player we want to focus them |
2416s | on the micro communities or the pseudo |
2418s | factions that that player has chosen to |
2420s | be a part of |
2424s | all right |
2426s | um how do you go about designing some of |
2428s | the more old-school systems such as XP |
2430s | debt minimal fast travel and open world |
2432s | rating that have really gone away for |
2434s | the most part in modern MMOs and how do |
2437s | you design them to be accepted Again by |
2439s | a new generation of Gamers and what made |
2441s | you bring what made you decide to bring |
2443s | these back for Ashes to begin with God |
2445s | that is such a a |
2450s | that is such a |
2453s | question with a deeper root system than |
2456s | it appears to have meaning that there's |
2458s | a lot that goes into that question |
2461s | um how do you design some of the more |
2463s | old school systems well |
2466s | when looking at the reasoning behind why |
2472s | some of those old systems existed |
2475s | a lot of it was centralized around the |
2478s | idea of risk versus reward I mean let's |
2482s | take a look at the three that you name |
2484s | XP debt minimal fast travel and open |
2487s | world rating |
2488s | experience debt is a cost of failure |
2492s | experience debt is the bite of not |
2495s | achieving success |
2497s | if I die to a monster because my |
2501s | strategy was bad because my performance |
2503s | was bad because my planning was bad all |
2506s | of that means that debt is the cost I |
2509s | pay for the bad choice |
2512s | right and if you and I think |
2516s | to skip well let me just go through the |
2517s | two minimum fast travel |
2519s | my location matters and the time it |
2523s | travels there is the cost I pay |
2525s | right open world rating I'm not the only |
2529s | person interested in completing this |
2531s | objective I have competition that |
2535s | competition represents pressure that |
2538s | pressure represents a desire to succeed |
2540s | and perform right all of those are touch |
2543s | points on player emotional connectivity |
2546s | there is a reason why I want to succeed |
2549s | part of that reason can be |
2551s | incentivization through reward part of |
2554s | that reason can be distance it can be |
2555s | incentivization through failure |
2558s | um so that's I think at one of the core |
2560s | fundamental philosophies as to how you |
2563s | design some of the more old school |
2565s | systems to answer the second part of the |
2566s | question |
2568s | we have moved away from that modern MMOs |
2571s | modern MMOs have had a difficult time |
2576s | modern MMOs have had a difficult time |
2578s | because |
2579s | of really three main probably issues |
2584s | the first and foremost |
2587s | is that |
2588s | the existing primary franchises of MMOs |
2592s | today the big ones out there the Wows |
2595s | and the final fantasies and the Guild |
2597s | Wars and the pdos |
2599s | they've had a lot of time to create |
2603s | a social gravity well |
2606s | which means that MMOs are very social |
2609s | environments That's What MMOs do best |
2612s | from a business perspective that's why |
2615s | MMOs have long lifetime value for |
2617s | customers because of the retention |
2619s | ability for that particular MMO |
2622s | to keep a customer returning and it's |
2624s | because of these social environments The |
2627s | Guild structures The Cooperative |
2629s | questing environments |
2631s | content completion that incentivizes |
2633s | people to work with one another to |
2634s | create friends online friendships and |
2637s | environments |
2638s | um that's that is not the typical genre |
2641s | that is not the you know FIFA sporting |
2644s | genre that's not the |
2647s | um the first person shooter genre as |
2649s | much it is not the you know you can jump |
2651s | into those session based games as a solo |
2653s | player real easy and just kind of dip |
2655s | out when you're done and see your |
2656s | individual performance |
2658s | from a from a |
2660s | um MMO perspective those existing |
2663s | franchises have a strong social gravity |
2665s | well and so games when they launched to |
2669s | compete with those existing franchises |
2673s | they have wanted to remove friction |
2677s | they they their approach philosophically |
2681s | to game design theory has been |
2683s | every time a player experiences friction |
2686s | that is an opportunity for us to lose |
2689s | the player |
2690s | right and that can be a scary thought |
2693s | not that we place the emphasis or the |
2696s | reasoning behind why should a player |
2699s | emphasize the reward of success because |
2703s | the taste of defeat can be bitter right |
2706s | and so that creates an investment for |
2709s | the player that's more long-term but |
2710s | some of the perspective of the new |
2712s | modern MMOs that have launched is we |
2713s | need to make our money back right and we |
2716s | need to retain the user for as long as |
2717s | possible let's reduce the friction for |
2720s | that player and the opportunity for them |
2721s | to disassociate with the game at the |
2724s | taste of failure and so that's been a |
2727s | lot of the reasoning behind why modern |
2728s | MMOs go more towards the realm of |
2731s | everyone's a winner you get a trophy and |
2734s | you get a trophy doesn't this trophy |
2735s | feel great big hoopla and rewards and |
2739s | nah the screen is shaking and shining |
2741s | and you've killed a trash monster now |
2744s | the whole world is jumping up in joy for |
2746s | you you know like that is how I feel |
2748s | every time I jump into a new MMO and to |
2751s | be honest it sucks ass excuse me um it |
2754s | sucks right it is it is a it is a bad |
2757s | experience oh my gosh we have set |
2760s | ourselves to uh uh |
2762s | Margaret's gonna kill me okay regardless |
2765s | it is a trash experience it does not |
2768s | feel good to be a winner every time no |
2771s | matter what you do that sucks |
2774s | um it feels good to lose sometimes it is |
2779s | the duality of that experience that |
2781s | makes the feel-good moments actually |
2783s | feel good |
2785s | so some more Grumps those are |
2790s | um so anyways that's a little bit of |
2792s | your throat back to why that uh I gotta |
2796s | sometimes I get a little bit uh a little |
2798s | bit |
2799s | um animated |
2801s | I apologize if there's any uh anybody |
2806s | who's not accustomed to that language |
2808s | but regardless |
2809s | um that is that is one of the reasons |
2811s | why I think modern MMOs moved away |
2814s | um a couple other reasons of course why |
2816s | is there's a lot of content that those |
2817s | older MMOs had had the opportunity to |
2819s | kind of release over the Cadence of 10 |
2821s | years of like regular drops for new |
2823s | content |
2824s | um that is uh |
2827s | that is that is another reason |
2830s | um I think it's important that a new |
2833s | generation of MMO Gamers have not had |
2835s | the opportunity to experience it before |
2836s | there's look there is a |
2840s | a wall of willingness to try a game |
2844s | based on the graphics I'm just gonna say |
2846s | it out loud Graphics don't make a game |
2850s | however Graphics can help attract an |
2854s | audience |
2855s | and for younger new players who have not |
2859s | seen and I think this is standard third |
2862s | reason of why older MMOs don't see a lot |
2865s | of new player acquisition from younger |
2866s | Generations jumping in |
2868s | is because their Graphics just aren't up |
2871s | to par with some of the other games that |
2873s | are now being made in genres that it's |
2875s | much easier and faster to make new games |
2877s | in |
2878s | okay an MMO lifespan to develop a |
2881s | product is a long time |
2883s | and not a lot of studios are willing to |
2886s | commit to that amount of time or that |
2888s | money |
2889s | but the reward can be oh so sweet for |
2891s | those Studios and I'm glad we're seeing |
2893s | now in in today's age a little bit more |
2895s | of an Embrace for new MMORPG development |
2898s | thank goodness we get some new life |
2900s | there I think that there is going to be |
2902s | a golden opportunity |
2904s | for us as developers to Define what the |
2908s | new golden cohort of MMO players are |
2912s | and I'm going to tell you we have not |
2914s | seen that largest cohort yet |
2917s | we have seen the golden cohort continue |
2919s | to to age |
2922s | um you know now we're in our mid 30s to |
2924s | near 40s some of us right I think we're |
2927s | the golden cohort of that MMORPG genre |
2930s | and I think that there is going to be an |
2933s | opportunity for an entirely New |
2935s | Generation over the course of these next |
2937s | five years or so with some of the new |
2939s | projects that are on the horizon ashes |
2941s | of creation |
2943s | for us to come along and say hey |
2946s | you didn't know what a wow launch looked |
2948s | like you didn't know what a final |
2949s | fantasy launch looked like you didn't |
2951s | know what other these giant you know |
2954s | franchises that their big launch felt |
2956s | like and it was a really cool and |
2959s | interesting time to be at the ground |
2960s | floor opportunity of a new MMORPG |
2964s | um especially one with Next Generation |
2966s | graphics and some intense player agency |
2967s | driven systems I think that's super cool |
2970s | and I think that's going to be something |
2972s | that's going to be a sight to behold |
2973s | apologize for the language |
2980s | to uh whatever mature |
2984s | yeah I only laugh because uh it |
2986s | resonated Stephen but uh moving on for |
2990s | this one I wanted to address some |
2992s | concerns around combat becoming more |
2994s | action focused or Builder spender |
2996s | um you know maybe less of a hybrid |
2998s | combat system what's the current scope |
3000s | for the combat system that uh and has |
3003s | Intrepid deviated away from its original |
3005s | goals with it if so how |
3009s | I wouldn't say that we've deviated |
3013s | I would say that we've iterated |
3016s | um I would say that |
3020s | okay so to reiterate what the current |
3021s | scope for our combat system is is a |
3024s | hybrid between Tab and action and what |
3027s | that means is at its Essence what is the |
3031s | difference between Tab and action |
3033s | action contains a lot of player |
3037s | driven skill shots right these are me |
3042s | reacting to the situation I'm seeing |
3046s | um they're Landing a name shot or timing |
3051s | and predictive Behavior |
3053s | it's a lot of fluidity right and |
3057s | Mobility |
3058s | that's associated there |
3060s | obviously one of the staple you know |
3062s | components of action combat is a reticle |
3066s | um to differentiate between the camera |
3067s | modes of course |
3069s | um |
3070s | some of us have played tab targeted |
3073s | games |
3073s | that emphasize those elements as well |
3078s | through templated aoes templated |
3081s | targeted aoes right uh line attacks |
3085s | um |
3086s | um you know those those types of of |
3090s | abilities |
3091s | exist in tab Target games as well |
3095s | what we're trying to do with ashes of |
3097s | creation is create a system that blends |
3100s | the Two Worlds together to a degree |
3102s | and offers players the opportunity to |
3105s | spec into more heavily skill oriented |
3108s | abilities |
3110s | or tap Target have that Duality that's |
3113s | that's that's represented |
3115s | um so we've changed a little bit about |
3118s | how we approach that over the course of |
3120s | the last several years based off of |
3121s | player feedback you know we did some |
3123s | apoc testing around like really |
3126s | core uh |
3130s | um action combat and we did some testing |
3134s | around alpha one we did some split body |
3138s | iteration we saw |
3141s | um kind of player feedback there with |
3144s | regards to root motion attacks and |
3145s | whatnot |
3147s | um so you know right now we have a |
3149s | really talented Strike Team on the |
3151s | combat side that end on the encounter |
3153s | side |
3155s | um that are making significant progress |
3157s | I think in moving forward the combat |
3159s | designs around ashes of creation you've |
3162s | seen a little bit of this in the tank |
3164s | demonstration and while it's not quite |
3166s | there yet it is getting closer to there |
3171s | um and this is probably one of the most |
3175s | subtle driven components of development |
3178s | is combat because it's the most tactile |
3180s | because it's the most interfaced with |
3182s | because it is something you're |
3184s | constantly experiencing |
3186s | um and it's also something that a lot of |
3189s | different people have a lot of different |
3190s | thoughts on because there's a lot of |
3191s | different games out there that do combat |
3193s | differently and that's okay and that's |
3196s | normal and let's take the best parts of |
3198s | those and incorporate them into what we |
3200s | want to make ashes as combat identified |
3203s | around |
3204s | the simple truth of the matter is this |
3206s | and what people should walk away from |
3208s | this question thinking |
3211s | we will continue to iterate on combat |
3215s | until it is in a place that collectively |
3218s | we as a community can say this may not |
3221s | be my particular combat but this combat |
3225s | is good |
3226s | that is the driving force and Factor |
3229s | behind the development of combat and |
3231s | that is how we are going to continue to |
3233s | iterate upon it utilizing of course the |
3236s | player feedback from our community but |
3238s | also keeping you guys informed and up to |
3240s | date as we continually iterate on combat |
3248s | all right my next question is on the |
3251s | Character Creator when might we expect |
3253s | to see a new iteration of the character |
3255s | creator has the team been concentrating |
3257s | more on polishing the new faces in that |
3261s | we have already seen or integrating more |
3263s | races with a similar degree of Polish |
3267s | the character creator |
3269s | is um currently scheduled in milestone |
3272s | in this Milestone Milestone five |
3275s | um to get brought up to speed with the |
3278s | most recent editions of our |
3281s | um |
3282s | of our races |
3284s | um the additional features |
3287s | uh that we're talking about with like |
3289s | different hairstyles and decals that can |
3292s | be used those might not be worked on |
3295s | this Milestone they might be might not |
3297s | be worked until next Milestone but I |
3299s | would say in anticipation for Alpha 2 |
3301s | you will expect to see that the |
3304s | Character Creator is in a usable |
3306s | functional and testable playable format |
3309s | uh for Alpha two it may not have all the |
3312s | bells and whistles of course that we |
3313s | want to launch with but it is going to |
3316s | be a part of the alpha to client that |
3317s | players will get to interface with |
3322s | all right how far are you willing to go |
3325s | in response to player feedback on core |
3327s | systems for example if there's a huge |
3329s | outcry at launch to have more instance |
3331s | Dungeons and raids is that something you |
3333s | would address Are you standing firm on |
3335s | the mo more open world aspect of it |
3340s | um well let's see here so |
3345s | to first answer that question |
3348s | player feedback is important however the |
3351s | identity and the vision of the game is |
3354s | not up for discussion |
3357s | and so when we talk about the core |
3359s | systems and tenets and philosophies |
3361s | behind what the game that we're trying |
3364s | to make is |
3365s | we believe that the game we are trying |
3369s | to make resonates with a large enough |
3371s | section of the MMORPG player base that |
3374s | it is a sustainable and profitable |
3377s | Venture for us to create that core game |
3381s | now the ancillary systems that live |
3384s | around the core philosophy of Ashes of |
3386s | creation or the subtleties and what we |
3389s | need to do in order to make a particular |
3391s | system or feature better right that is |
3394s | why we interface with that is the reason |
3397s | that we want to collect player feedback |
3399s | um the identity of the game when you |
3402s | leave that up to console design so to |
3406s | speak right that's when you start |
3408s | running into an identity crisis |
3411s | and I think that if the objective of a |
3414s | particular team is to answer the call of |
3416s | every player that 10 times out of 10 |
3419s | they're going to fail |
3420s | and I do not believe that that is the |
3422s | way that you go about creating a product |
3424s | I think that you identify your golden |
3426s | cohort you identify your core audience |
3429s | and you say |
3431s | hopefully with this sense I am a member |
3433s | of that core audience I know what that |
3435s | core audience desires from a 10 000 foot |
3438s | perspective I am going to build that |
3440s | right and you stick with it and the |
3444s | moment you have voices that come from a |
3446s | board or that come from a you know |
3449s | an executive or that come from a |
3452s | monetization guy and they say hey this |
3455s | made a lot of money over here let's make |
3457s | some money over here right that is when |
3459s | you start running into the problems that |
3462s | is when you start running into the |
3465s | identity crisis |
3467s | um and that is not up for discussion so |
3470s | to speak |
3472s | um but |
3473s | as I said the subtlety the subtleties of |
3476s | implementation the iterative portions of |
3479s | a particular feature or system those are |
3482s | where player feedback matter and I'm |
3484s | going to tell you it's a difficult job |
3486s | parsing through |
3488s | feedback it is a very difficult one |
3491s | Roshan |
3492s | [Music] |
3494s | um and and vacnar and Margaret and Peter |
3498s | you know they do great jobs on the |
3501s | community side and not a lot of teams |
3503s | invest money into Community teams this |
3507s | early on and as early as ashes did |
3510s | but it's necessary in order to distill |
3514s | the feedback into actionable items |
3518s | um otherwise it would be a you know very |
3520s | difficult thing |
3524s | so with server requests that can only be |
3527s | done once and that began certain events |
3530s | in the game how will this affect future |
3532s | expansions if two servers don't follow |
3534s | the same major Quest paths |
3537s | that's a good question so |
3541s | obviously |
3543s | um you know when when our story arcs |
3546s | have branches |
3548s | and it depends kind of on the story arc |
3550s | itself right we have these major story |
3553s | arcs we have minor story arcs we have |
3555s | personal story arcs stuff like that they |
3558s | all tie into a meta-narrative |
3562s | and when we are releasing expansions |
3567s | we throw back to more |
3571s | gross generalized ideas of a particular |
3574s | story arc so for example if little Timmy |
3578s | dies |
3579s | at the end of one particular story arc |
3581s | there might be five or six different |
3583s | ways he could die depending on which |
3586s | story arc maybe gets interfaced with or |
3588s | Which chapter how a particular chapter |
3590s | might end |
3592s | um but when we refer back to little |
3595s | Timmy dying versus living in a future |
3598s | expansion we don't need to get granular |
3601s | in how little Timmy died right out of |
3604s | the six possible scenarios we just need |
3606s | to say poor little Timmy died |
3608s | isn't that sad right |
3611s | um so in that sense we keep it as binary |
3613s | as as as |
3616s | restricted in the number of ways that it |
3618s | can occur but in addition the reality is |
3621s | we're going to be creating new story |
3623s | lines with um the future expansions and |
3626s | we're going to do our best to kind of |
3627s | call back into what a particular story |
3630s | might have been with on a server |
3632s | but the core the core aspect of these |
3635s | story arcs is to kind of create that |
3638s | unique aspect of player driven |
3640s | storylines within a particular expansion |
3644s | or launch and then do our best to call |
3647s | back to them as we release future |
3648s | expansions and redefine particularly |
3650s | those areas |
3655s | my question is in regards to character |
3657s | level and Artisan level we know that |
3660s | currently there are two separate things |
3661s | that being said what prevents a player |
3664s | from staying level one and parting up |
3666s | with a level 50 player to then gather |
3668s | level 50 resources in the high zones |
3670s | that way anyone who wants to take those |
3673s | resources will have to kill the gatherer |
3675s | who's level one and get a large amount |
3677s | of corruption for killing a level one as |
3679s | a level 50. |
3681s | well there's a lot that goes with it |
3683s | first of all |
3684s | um Gathering higher level |
3687s | resources requires significant |
3690s | advancement within a particular |
3692s | profession for that gatherable resource |
3695s | so if I'm a minor and I want to access |
3697s | the highest possible mineral I need to |
3701s | be a master Miner and in order to |
3704s | achieve the master minor status I am |
3706s | going to be one gaining adventuring |
3709s | level experience through that process |
3711s | because many of those quest lines many |
3714s | of those achievements are facilitated |
3717s | through quest lines some of those quest |
3719s | lines interface with adventuring |
3722s | difficulties that are out in the wild at |
3725s | certain levels so that's going to |
3727s | predicate me that's going to be a |
3730s | predicate for me to achieve a certain |
3731s | level in order to complete some of these |
3734s | quest lines and Achieve that Master |
3736s | status so you will you will likely not |
3739s | see the ability of a level one alt |
3741s | character having the access to high |
3746s | level mineral mining or any other type |
3748s | of gatherable out there |
3750s | um that's one thing to to prevent it |
3753s | and then um the other thing is let's see |
3757s | here again the higher two so that's |
3759s | that's the primary method really in |
3761s | which we prevent that anyone who wants |
3763s | to take these resources who kills gather |
3765s | will get a large amount of corruption |
3766s | but the truth of the matter is if you're |
3768s | killing a gatherer right it is going to |
3771s | be entirely possible that a level 30 or |
3774s | 35 person might achieve the rank of |
3776s | masterminder and be out in the level 50 |
3779s | areas mining that that uh that |
3781s | gatherable |
3783s | um and to a degree uh whoever wants to |
3786s | kill them is going to suffer the |
3788s | consequences of a larger amount of |
3789s | corruption gained because of the |
3791s | disparity and level between that |
3792s | character's adventuring level and the |
3793s | character who killed them and that's |
3795s | part of the disincentivization of the |
3798s | corruption system and that's part of the |
3801s | novelty of player agency within a |
3803s | particular system like |
3805s | um like the artisanship one where maybe |
3808s | my first Focus as a player is to level |
3811s | up my masterminding profession as |
3814s | quickly as possible and that exceeds |
3816s | what would naturally have been my |
3818s | character level or adventuring level |
3819s | advancing alongside it that's I think |
3822s | unique that's I think interesting that |
3824s | is I think what players want to have the |
3827s | choice to be able to do if they want to |
3838s | oh and yes it is |
3840s | you guys can't hear this but we just |
3842s | heard a very lovely Margaret talking to |
3844s | us so we were like awkwardly silent |
3846s | there for a second Mark was talking to |
3848s | us |
3848s | um it's it's noon but I I'm fine with |
3851s | you know continuing kind of this uh |
3853s | questions if you guys want to keep going |
3855s | a little bit yeah |
3857s | no yeah I'm down I'm enjoying it |
3860s | all right will there be any perks to |
3863s | leveling and ALT once you have a |
3865s | character max level to make the |
3866s | experience more convenient such as a |
3868s | count-wide rep Mount leveling gear or |
3870s | will each character start from absolute |
3872s | scratch when you start a new one |
3874s | um |
3875s | each character will start from scratch |
3877s | however |
3878s | with that being said there are |
3882s | certain account based considerations |
3885s | that we're making such as the ability to |
3888s | you know |
3890s | share Warehouse |
3892s | War Horse warehouse space |
3896s | um between alternate characters on the |
3898s | same account right uh the ability to |
3901s | utilize housing and furniture that might |
3904s | be in the housing and or workstations |
3906s | that might be on a freehold across |
3908s | characters on a particular account so in |
3911s | that sense there is a bit of a leg up |
3913s | for players who have achieved things on |
3915s | their primary character |
3918s | um however at the same time |
3921s | um |
3922s | there should not be like experience |
3925s | boosters and you know things that kind |
3928s | of haste in the development of that |
3929s | particular they could share you know we |
3931s | are an open economy system so if they |
3933s | wanted to give them the best gear set |
3935s | for each particular level grade |
3938s | um they you know players could do that |
3940s | but that's that I think is normal that's |
3942s | what most all creating characters want |
3944s | to kind of experience but they'll have |
3946s | to go through and complete all the same |
3947s | quest lines they'll have to complete the |
3948s | same leveling process you know they will |
3950s | they will have to do what it takes to |
3953s | level up that particular Alt |
3958s | all right so uh |
3961s | the next question that we've got is |
3964s | going to be |
3966s | um |
3967s | regarding the class composition |
3972s | and design revolving around the Holy |
3975s | Trinity |
3976s | okay yeah if that is the case where does |
3980s | a non-healing |
3982s | uh support fall into that concept of |
3985s | design and how will players who choose |
3987s | that path remain relevant throughout the |
3989s | gameplay loops |
3991s | well |
3992s | um |
3993s | this is a bit of a throwback again |
3995s | Design This is a more old school idea of |
3998s | the Holy Trinity and where non-healing |
4000s | Support classes fall into that mix |
4003s | generally you see in my experience most |
4008s | non-healing Support classes fall into |
4010s | between the hybrid of support to tank or |
4013s | support to DPS right so they tend to |
4015s | fill a hybrid role |
4018s | um |
4019s | The Bard has an opportunity uh to fill |
4023s | that space and is a very integral |
4026s | component to maximizing a particular |
4029s | group or archetypes ability to perform |
4032s | through the use of their supportive and |
4036s | buff oriented abilities |
4039s | um as we've talked in the past many of |
4040s | these are support based on proximity |
4043s | some of them are support based on |
4045s | targeted Buffs |
4047s | we're going to be following the format |
4050s | of abilities that adhere to dances songs |
4053s | and stories when it relates to The Bard |
4055s | and the scope of their particular |
4057s | ability sets each of those provide a |
4060s | certain type of benefit to to other |
4064s | characters within proximity |
4067s | um |
4068s | the idea here again pointing back to a |
4071s | more old school Trinity design |
4073s | is that no party is complete without the |
4078s | non-healing support class which is the |
4080s | barded ashes of creation |
4082s | so you know that is I I think |
4087s | a role that a lot of players out there |
4090s | enjoy and you'll be able to perform as |
4093s | that class in either a DPS or or tank |
4096s | oriented and perhaps even depending on |
4098s | your archetype selection healing |
4100s | oriented as well obviously not to the |
4103s | degree that a primary archetype cleric |
4104s | would but uh yeah |
4110s | my next question goes back into the |
4113s | alpha 2. do you plan on introducing it |
4116s | all in a steadily compounding way only |
4119s | adding new features or content or in a |
4122s | cyclical manner so certain systems are |
4125s | turned on and off to test While others |
4128s | are iterated upon and alternately cycled |
4130s | out |
4132s | uh probably a little of both |
4135s | um |
4135s | I would say it's going to depend on the |
4138s | particular system |
4140s | um |
4141s | so you know you'll see |
4144s | drops where |
4146s | we update Alpha 2 and want a lot of |
4148s | focus around one particular system |
4151s | and in order to make sure that we are |
4155s | seeing that level of interaction we |
4157s | might disable certain systems or take |
4159s | them down to be iterated upon the |
4161s | benefit of being in a in a you know |
4163s | production environment is that we make |
4166s | uh we make releases and that the Cadence |
4170s | of our release candidate |
4172s | um is predicated on an amount of work |
4175s | done within some number of Sprints gets |
4178s | tested internally QA wise |
4181s | um and then gets promoted out to a |
4183s | production environment those will tend |
4186s | to be larger drops for Alpha two and so |
4190s | you may see whole systems come online at |
4193s | some different points throughout the |
4194s | Alpha 2 testing entirely new different |
4196s | areas entirely you know new packages of |
4199s | of narrative content and pois that is |
4203s | going to adhere to kind of |
4206s | um you know what our development |
4207s | schedule and release Cadence will look |
4209s | like |
4212s | all right uh will dialogue choices have |
4216s | any impact on the quests in regards to |
4218s | how NPCs respond to you or is the |
4221s | overall outcome of it or sorry will they |
4223s | have any impact on the quests or regards |
4226s | how they respond to you or the overall |
4227s | outcome of that Quest or is it more of |
4229s | just a role-playing perspective without |
4230s | any Major Impact |
4232s | no the dialogue choices are intended to |
4235s | provide an impact |
4238s | um |
4239s | both with the response of the NPC it |
4243s | might also serve as predicates for other |
4245s | systems if there are certain paths |
4248s | chosen within the dialogue tree |
4251s | um it might unlock |
4253s | um |
4254s | you know |
4255s | different side arcs and story lines |
4259s | that other players may not experience |
4263s | um the the dialogue trees are not |
4266s | meaningless they're they're meant to |
4268s | provide gameplay related context |
4274s | so in the last developer live stream you |
4278s | had mentioned blood magic is an illegal |
4280s | magic which has us curious so we've seen |
4283s | Elemental and Arcane forms of magic but |
4285s | will players be able to wield blood |
4287s | magic what are the different schools of |
4289s | magic you are considering for the game |
4292s | um there's well |
4295s | um so first when we say that blood magic |
4297s | is illegal right we're talking about in |
4300s | the context of a normal everyday player |
4303s | who's a citizen of Vera having come from |
4305s | Sanctus you are you are adhering to the |
4309s | local laws and uh guidance from Nation |
4314s | governments and or node governments |
4317s | right to be to be a good upstanding |
4319s | citizen of Vera you adhere to these laws |
4325s | um |
4326s | the |
4327s | the ability to wield blood magic might |
4331s | be seen in some storylines we'll see |
4336s | um that is left to the players to |
4338s | experience and discover |
4341s | um those types of choices might have |
4343s | ramifications on your character and or |
4347s | ramifications within story lines |
4351s | um there are a lot of different schools |
4353s | of magic |
4355s | um in fact |
4356s | you know if we haven't released our |
4358s | style guide for like VFX and whatnot but |
4360s | when we talk about you know how do we |
4363s | create a blood corruption setting well |
4367s | what is the associated colors what's the |
4370s | shape language of blood magic you know |
4374s | this flowing river you saw some of them |
4377s | in the VFX of the zone and and Carfin |
4380s | you saw the Mist in the Deep Red you |
4383s | know saturation |
4385s | um you know each of the environments and |
4388s | the Magics and the you know what we |
4390s | create has an Associated style guide |
4393s | that includes color wheels and palettes |
4396s | across different influences whether it |
4398s | be you know |
4400s | trans |
4402s | transformation summoning magic Arcane |
4406s | magic Elemental Magic blood corruption |
4408s | regular corruption |
4411s | um chaos you know uh electricity there's |
4414s | a whole bunch of influences that exist |
4416s | across the player abilities but also |
4419s | across the environments and the pois |
4422s | um and unique to each of the cultures |
4424s | that require defined Style file guides |
4427s | associated with them |
4429s | so that's kind of we have a lot of |
4432s | different schools of magic that we have |
4434s | in the game |
4437s | and you know whether players whether |
4440s | players will be able to wield blood |
4441s | magic is kind of up to the different |
4442s | story lines you all explore |
4445s | uh going back to Alpha two uh do you |
4449s | plan on introducing all of the primary |
4450s | archetypes before adding the secondary |
4452s | archetype systems into the test |
4455s | additionally once the secondary |
4457s | archetype system is added will you want |
4459s | to test it with only a few classes at a |
4462s | time or release all classes available at |
4464s | the point in development |
4467s | um so we may release some limited scope |
4470s | of the secondary archetype selection in |
4472s | the augmentation system without having |
4475s | all of the base archetypes released in |
4478s | order to test some things in addition |
4480s | it's more than likely that we'll be |
4483s | releasing secondary selections one at a |
4486s | time or a few at a time as opposed to |
4488s | waiting until all are kind of ready to |
4491s | be released for testing so that we can |
4495s | collect appropriate information from |
4498s | play testers uh in as fast a |
4503s | setting as possible |
4507s | do you have any concerns on players |
4509s | eventually discovering a meta server |
4512s | build with nodes due to players heading |
4513s | to specific nodes and regions because |
4515s | they find that content more enjoyable |
4516s | and if so how would you go about getting |
4519s | players to shift around the world to |
4520s | break up the meta |
4522s | yeah I'm not I'm not too concerned about |
4524s | that to be honest because |
4527s | um |
4528s | the way that we |
4530s | facilitate the world kind of |
4535s | um taking into account player activity |
4537s | to manifest different story arcs and or |
4540s | World States |
4543s | is based off of population start |
4547s | location |
4548s | heat mapping of player movement and |
4550s | activity |
4551s | a lot of that stuff is built in a way |
4555s | that almost ensures |
4558s | very different outcomes from a world |
4561s | State perspective across different |
4563s | servers |
4565s | now if players had a concerted effort |
4570s | in order to elicit similar World |
4574s | building achievements |
4576s | it might be possible for them to do so |
4579s | in very bespoke areas like standing up a |
4582s | node in a particular Zone but |
4585s | that's the first level of interaction |
4587s | when it comes to deciding what content |
4591s | trickles out of these pois |
4593s | what supporting structures in the world |
4597s | change the zones it's not just one level |
4601s | deep when that node gets manifest it has |
4605s | a relationship based |
4607s | with other nodes some of those |
4609s | relationships get told through the |
4610s | vassal system some get told through |
4612s | reputation some get told through you |
4615s | know particular |
4616s | initiatives that a node might undertake |
4619s | and not everything that happens in the |
4622s | world is predicated on a node reaching a |
4625s | certain level that's one predicate |
4627s | system there's a whole bunch of |
4629s | predicates that are sprinkled throughout |
4632s | different layers of content uh and that |
4635s | need to be achieved in order to elicit a |
4639s | response from the server or from the |
4641s | server World manager so so I'm not too |
4644s | concerned with reaching a quote-unquote |
4647s | meta across servers I think it's going |
4651s | to be possible and expected that players |
4653s | in certain areas will yield similar |
4656s | outcomes to things and that's okay |
4658s | that's cool I think it's interesting if |
4660s | players have a concerted effort across |
4662s | server to interact with one another |
4663s | learn from their actions mistakes |
4665s | successes and effectuate that on the |
4668s | server they're on that's interesting |
4671s | um but I don't believe we'll see a |
4672s | metaform |
4673s | I think that the intricacies are too |
4675s | great when it comes to how predicates |
4677s | are formed in order to elicit World |
4679s | State changes |
4682s | so we haven't talked about the tone |
4684s | sorry tolnar recently yeah the toner |
4688s | who do you consider to be the true |
4691s | natives or traditional people of Vera |
4693s | could we be seen as foreigners trying to |
4696s | colonize Vera or would the toner view US |
4699s | differently than that |
4703s | um how do I want to say this so I think |
4708s | when we when we talk about the taller |
4712s | and we're talking about |
4715s | um how will the tonar perceive |
4720s | their ancestors the children's |
4723s | children's children of their ancestors |
4726s | returning |
4728s | back to Vera I think majority of the |
4733s | disposition is going to be |
4735s | these are the descendants of those |
4738s | responsible for the tragedy that befell |
4741s | our world |
4744s | and so that is that is one way to look |
4747s | at it |
4748s | um and |
4750s | I think that that you will see a |
4752s | disparity between the younger telnar and |
4755s | the older talnar |
4757s | and their reception to those who are |
4761s | coming new |
4763s | um I think that's normal |
4765s | I think that's expected I think that |
4767s | creates an interesting tension |
4770s | um and I think that is a is a is a nice |
4773s | contextualization to some of the stories |
4775s | that might be told in interfacing |
4777s | between the tulnar cultures and those of |
4780s | the returning descendants |
4786s | how advanced is it going to be uh how |
4789s | advanced is going to be the system of |
4791s | hiring and customizing laborers on your |
4794s | Freehold |
4796s | um relatively Advanced um I think |
4798s | there's a few paths that you can take |
4800s | when it comes to training up those types |
4803s | of of NPC AIDS what what things that |
4808s | they can do I think there's going to be |
4810s | different tiers |
4812s | um and costs associated uh with higher |
4815s | level uh assistance on the on the |
4818s | Freehold |
4820s | um |
4821s | but the same is true for Mercenaries |
4823s | that that nodes can hire or castles can |
4825s | place with regards to sieges and or Wars |
4829s | and or events |
4830s | um |
4831s | like you have a very base functioning |
4833s | level of mercenaries with set of |
4835s | equipment and skill rotations and |
4838s | behavior trees that are possible at a |
4840s | fundamental level |
4841s | and then as you upgrade the nodes |
4844s | Barracks as you might upgrade |
4848s | excuse me you might achieve |
4850s | um uh certain relics that you gain or |
4853s | enact certain policies that allow you to |
4856s | dial up the stats of those mercenaries |
4857s | the same thing is true for the uh NPCs |
4861s | that can exist on freeholds except those |
4863s | might be more predicated to service |
4866s | buildings that relate to artisanship |
4868s | and that might be one of the reasons why |
4871s | it's beneficial to own a freehold in one |
4873s | particular node versus another is based |
4877s | off of what amenities are now available |
4880s | to your Freehold as a result of that of |
4882s | that node selection |
4885s | hopefully that answers the question I |
4887s | think we have time Let's do let's do one |
4889s | more question from each of you |
4893s | all right |
4895s | nice |
4896s | uh you spoke in the last stream about |
4899s | how eventually Intrepid would hold off |
4901s | on Unreal Engine updates put Intel post |
4903s | launch but didn't state if you're |
4906s | considering to upgrade to 5.2 is that |
4908s | something you're planning on doing and |
4910s | if so what features from it are you |
4911s | planning on utilizing yeah absolutely |
4914s | um you know we're nowhere near close to |
4916s | stopping our |
4918s | um our continued updates with with epic |
4921s | with unreal |
4922s | um so |
4924s | 5.2 is on the radar we might even skip |
4927s | we might wait to do you know based off |
4930s | of the next iteration 5.21 or 5.3 but |
4934s | just kind of depends we have a technical |
4936s | team that |
4938s | evaluates what's on the horizon with |
4940s | updates from epic uh on unreal and we |
4944s | kind of make that decision based off of |
4946s | the team's needs for particular features |
4948s | that might be being released in the |
4950s | future but usually we want to give epic |
4953s | the opportunity to release the first |
4955s | version of a particular major update and |
4959s | then go with the 0.1 version of that |
4961s | just from a safe keeping perspective |
4966s | all right so are there any mechanics or |
4969s | systems that you wanted to add to the |
4971s | game but haven't because you wanted to |
4972s | ensure that your development schedule uh |
4975s | stays on track and if so what are they |
4977s | oh yeah why what are they there's a lot |
4981s | um we you know generally when we're |
4983s | doing our uh internal meetings and |
4986s | reviews and a great idea comes up you |
4989s | know we've throw it in the backlog post |
4992s | launch you know that's good that's kind |
4995s | of our uh uh generally our our Mo when |
4998s | it comes to great ideas I mean because |
5000s | you know the reality is as we continue |
5002s | to go through features we develop those |
5005s | features we test those features and |
5007s | iterate on those features a lot of new |
5009s | ideas and opportunities come about for |
5011s | the team to think about well wouldn't it |
5014s | be great if this feature actually did |
5015s | this and interacted with another feature |
5017s | over here it did this and in some |
5020s | situations we'll evaluate and determine |
5022s | whether or not you know that type of |
5024s | interaction is really necessary to |
5026s | demonstrate what the core Loop of a |
5028s | particular system might be trying to |
5029s | demonstrate and we'll make the changes |
5031s | necessary but in the majority of cases |
5034s | we State we try to stay cognizant of hey |
5038s | here is our MVP necessary list of core |
5042s | Integrated Systems in order to achieve |
5044s | the identity of the game that we're |
5045s | looking for in the core gameplay Loops |
5047s | that we want players to experience |
5050s | um and we we work towards that end from |
5052s | a launch perspective and anything that's |
5054s | that's added that sounds good or we want |
5056s | to incorporate we throw it into the |
5058s | expansion bucket right |
5060s | um there's an opportunity for us to to |
5061s | you know we need stuff obviously for us |
5063s | to expand upon and for us to continue |
5065s | development post launch |
5067s | um so that's generally our Mo with |
5069s | regards to new ideas and stuff |
5079s | given that you you said that these story |
5082s | arcs are kind of like a module that get |
5086s | placed into the world uh do you plan to |
5088s | sell or release your ashes of creation |
5090s | theme ttrpg module for other DMS to use |
5095s | you know |
5097s | there's a lot of things I want to do |
5099s | when we launch ashes |
5102s | um |
5103s | one is of course a module that's set in |
5106s | the world of Ashes of creation yes I |
5108s | would love to release uh throwback to |
5111s | the original campaign |
5113s | it's very different from where ashes of |
5116s | creation is today |
5118s | um but I think it's a it's there's a lot |
5121s | of overlap between Gamers who enjoy |
5124s | tabletop RPGs and MMOs and |
5128s | um you know |
5130s | one of the benefits of telling a story |
5132s | through different venues mediums and |
5135s | and systems is that you reach a broader |
5138s | audience because not all of us like the |
5140s | same things |
5142s | um |
5142s | and I think the story of Ashes is a rich |
5145s | one |
5146s | and because of that telling it through |
5149s | through multiple mediums is definitely a |
5151s | desire from a board game perspective I'm |
5154s | a huge Board Game Nerd I love playing |
5157s | board games a lot of us at the office do |
5160s | I would love to tell the story of Ashes |
5163s | through a board game as well I would |
5164s | love to tell the story of Ashes through |
5166s | a RTS I would love to tell it through |
5169s | film and television there's a lot of |
5172s | ways I think that the story can be told |
5174s | it doesn't all have to be focused around |
5176s | the return to Vera there's a lot of |
5178s | different opportunities across the many |
5180s | thousands of years of timeline that |
5182s | Vera's existed that we can tell the |
5185s | story and even other other aspects of |
5187s | that so |
5189s | um |
5191s | yeah yeah to answer your question the |
5193s | desire is a yes post our Flagship |
5196s | product launch which is the MMO |
5201s | all right |
5202s | uh how exactly does the constellation |
5205s | system work you've stated that it'll be |
5207s | very relevant to the system such as |
5208s | narrative empowering abilities and items |
5210s | and Gathering relics but how do they tie |
5212s | into these systems exactly |
5216s | so the the constellation system is |
5219s | another predicate system |
5222s | and when I say it's a predicate system |
5224s | it means that um |
5227s | certain conditions |
5230s | will yield certain constellations being |
5233s | available to pursue discover and achieve |
5238s | um and they span the realm of |
5240s | interfacing across adventuring level |
5244s | artisanship |
5245s | node relics |
5248s | um policies like there's there's a lot |
5251s | of different things |
5252s | that constellations can touch because at |
5255s | its Essence it is a predicate system |
5258s | um now once players have achieved |
5262s | uh identifying a certain location that |
5265s | yields a constellation |
5267s | and they've checked off that box okay I |
5270s | have achieved this thing |
5272s | it can serve its purpose for kicking off |
5274s | a new storyline for that individual |
5276s | kicking off a new storyline for that |
5278s | individual's micro communities or |
5280s | pseudo-factions if necessary right it |
5283s | can serve as a broader kickoff one |
5285s | person discovers it |
5287s | three four five hundred people get to |
5289s | participate now in it that's an |
5291s | opportunity it can yield the location of |
5295s | an achievable World Relic that can be |
5297s | brought back home to a particular node |
5301s | um |
5301s | you know there's there's a lot of |
5303s | different things that are possible in |
5306s | order to see the constellation and to to |
5309s | actually achieve that |
5311s | it could be just as simple as looking at |
5314s | your character's viewport into the night |
5316s | sky at a certain location at a certain |
5318s | time it could be far more in depth which |
5321s | is killing a certain raid boss for a |
5324s | particular number of times until it |
5326s | drops a particular item that yields a |
5328s | map that sends you to a location that |
5330s | Sands is like there's a lot of |
5332s | different layers that can get added on |
5335s | how do we manifest a particular |
5337s | constellation |
5339s | the intent here is to provide an |
5341s | immersive system that keeps the player |
5344s | in the world and allows their in-world |
5348s | movement and interactions and |
5351s | immersiveness to yield a result that's |
5354s | unique |
5355s | and that I think is a fun and compelling |
5359s | interaction |
5361s | especially as it relates to adventuring |
5366s | I was that our last question |
5370s | oh we have one more we have one final |
5372s | question |
5377s | what do we got |
5383s | I apologize uh I'm a technical issue |
5385s | there |
5386s | um so as it stands final question what |
5388s | is the biggest obstacle preventing |
5390s | intrepo Studios for being ready to begin |
5392s | Alpha 2 testing |
5394s | the biggest obstacle |
5397s | um |
5399s | I think right now it's content |
5401s | production |
5402s | I think I think our obstacle is |
5405s | um the sheer size and complexity of our |
5408s | systems of course the necessary time for |
5411s | our teams to complete the content to |
5415s | fill those systems so that the data that |
5418s | we collect uh from play testing those |
5421s | particular Loops is compelling and |
5424s | indicative of accurate player responses |
5427s | and player activity |
5430s | um so there is a certain level to which |
5433s | the Alpha 2 client and world and |
5435s | experience must be brought in order for |
5438s | us to facilitate the accurate collection |
5441s | of data that we can then inform |
5442s | decisions based off of |
5445s | um and and you know that is a that is a |
5448s | moving point we're going right now we |
5451s | have we have on paper and our production |
5453s | schedule of what that needs to be but as |
5456s | we approach the end of milestones and or |
5458s | Sprints and we do our inspect review |
5461s | reflect process |
5464s | um we get to |
5466s | re-articulate where that point lives uh |
5469s | because each of those is a touch point |
5470s | so |
5472s | um |
5472s | look we're building a massive MMO |
5476s | massive |
5478s | um |
5479s | to the likes of which I'm not sure have |
5482s | been done in a fantasy setting before at |
5484s | launch |
5486s | um now we've we have we have we have |
5489s | brought a board a phenomenal team |
5492s | incredibly talented |
5495s | we are doing it in a way that I think is |
5498s | right with the transparency and |
5500s | connectivity to the community and the |
5502s | opportunity for people to watch the |
5504s | development of it |
5506s | and the truth of the matter is is that |
5509s | all of us want to play the game |
5511s | I almost want to play ashes |
5513s | even if it's even if it's just Alpha two |
5518s | um |
5519s | so |
5521s | you know our focus is to continue down |
5524s | the path of production and completing |
5527s | what's necessary for us to have a |
5530s | successful altitude test |
5532s | and nothing |
5534s | can be said or done |
5537s | to hasten that process in a manner that |
5540s | is not already conducive to how we are |
5543s | approaching production towards Alpha 2 |
5545s | already |
5547s | um |
5548s | so with that in mind you know patience |
5550s | is key |
5552s | um spending the time necessary is always |
5555s | going to be a good yield on investment |
5559s | um |
5559s | and I think that being a part of the |
5562s | journey is beneficial both to the |
5564s | project and to you guys as players but |
5567s | ultimately our Focus will remain on the |
5570s | Obstacle of producing the necessary |
5573s | content for us to achieve a meaningful |
5575s | test period with Alpha 2. |
5581s | yay we did it |
5584s | thank you and content plug |
5587s | I like the typing |
5591s | um guys that is that Margaret in the |
5593s | back I like that that's cool |
5596s | guys I want to thank each of you |
5598s | um for |
5599s | joining me today obviously uh you guys |
5603s | represent a very core audience section |
5605s | of the ashes of creation Community |
5607s | people have been following the project |
5609s | for a long time hopefully |
5612s | excuse me I apologize for the coughing |
5614s | hopefully uh the questions that you |
5616s | asked today I think |
5618s | um uh successfully scratched some of the |
5621s | outstanding itches that the community |
5623s | has with regards to systems design and |
5626s | the project and development as a whole |
5629s | um I always enjoy chatting with fellow |
5631s | or MMO lovers and and members of our |
5634s | community of course about sometimes I |
5636s | can get a little overly passionate |
5637s | apologize about that as well but |
5639s | um you know I always enjoyed having |
5641s | these conversations |
5643s | um but I love each of you guys to just |
5645s | kind of give a quick uh reminder to to |
5648s | our audience of where they can find you |
5650s | guys and and your communities and uh |
5652s | yeah |
5656s | I'm chibi Bree I'm from the Golden |
5659s | Feather Tavern and you can find us |
5661s | anywhere slash TGF Tavern |
5663s | so twitch YouTube Etc |
5667s | and you can find me over on YouTube at |
5670s | youtube.com richesh |
5674s | yeah and uh to catch up with uh with |
5677s | myself or any of the Pathfinders just uh |
5679s | go to asheshq.com or uh the |
5682s | corresponding YouTube or the Pathfinder |
5684s | podcast is that or you can catch me on |
5685s | my my own channel on YouTube uh on |
5687s | YouTube but twitch uh just some work so |
5691s | awesome well from everybody here that |
5695s | joined me today and all of you out in |
5697s | the audience thank you very much for |
5699s | coming and being a part of this we love |
5701s | and appreciate our community at ashes of |
5703s | creation and your guys's participation |
5704s | makes this game a better game so with |
5708s | that being said we will see you again at |
5711s | the end of this month when we showcase |
5713s | the new Mage update and until then I |
5716s | wish you guys the most amazing April and |
5718s | we will chat with you all soon |
5721s | bye everyone bye |
5723s | y'all |
5726s | [Music] |
5735s | foreign |
5738s | [Music] |
5815s | foreign |
5826s | [Music] |
5853s | [Applause] |
5855s | [Music] |
5895s | foreign foreign |