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0s | [Music] |
---|---|
2s | [Applause] |
9s | thank you |
11s | hey I'm Dennis dalfit I'm the lead |
13s | designer for koning exiles I'm Chris |
15s | Meredith I'm a senior technical designer |
18s | on exiles |
23s | it was promised a long time ago whenever |
25s | we first showed off the game |
29s | Bill said yeah there will be sorcery in |
30s | the game and you know that that video |
32s | made its rounds and how people wanted to |
35s | know more about what would be in the |
36s | game and it was early access at the time |
38s | so a lot was missing |
40s | uh but honestly it just boils down to |
42s | the Pure Fantasy of Conan right like |
44s | it's always about |
45s | a |
46s | base Barbarian defeating a decadent |
50s | sorcerer |
51s | you have to have sorcery to have the |
52s | decadent sorcerer |
58s | very abstract at the start we honestly |
61s | didn't even know what source was going |
62s | to be when we first started on it we |
64s | knew we wanted utility |
66s | but there were just so many questions |
68s | because |
69s | in in the lore it's very abstract as |
71s | well |
72s | and what fits in the game doesn't only |
75s | perfectly line up yeah from from my |
78s | perspective going back to the very |
79s | beginning essentially our chief creative |
82s | officer handed me a document and a |
84s | couple screenshots and said this is the |
86s | design that I had for sorcery that I |
88s | made six years ago |
89s | and you know that's a really good |
91s | starting point for us for someone like a |
93s | creative director to give you his vision |
96s | for what sorcery would be like and it |
98s | was very different from what sorcery |
99s | wound up being today but it was the |
102s | basis for |
104s | how sorcery ended up there were times |
106s | where we would deviate from it and we |
108s | always kind of wound up finding our way |
109s | back to it because the foundation that |
112s | he gave us was so good |
113s | [Music] |
118s | so in the beginning it was really uh it |
120s | was really up in the air like a lot of |
122s | us had ideas for what we thought should |
124s | be in sorcery there were a lot of |
125s | suggestions for things that came from |
127s | the actual Howard books things people |
129s | saw in comics that they wanted |
131s | and |
133s | the way I I approached that was I took |
136s | down all the ideas that the team members |
138s | had we had a slack Channel where you |
140s | would just dump all your ideas for |
142s | sorcery no matter what they were and it |
145s | was based on the premise |
146s | as a sorcerer in a hiborian age I want |
149s | to dot dot dot and then I took all of |
152s | those ideas and put them on Post-it |
154s | notes in teams and I had a giant board |
157s | with a bunch of Post-it notes and I |
159s | would Shuffle these things around and |
161s | try to categorize them into different |
162s | schools of magic |
164s | and try to cut out the things that don't |
166s | make sense in the lore of Robert E |
169s | Howard |
170s | and at the end of the day we wound up |
172s | with this giant list of things that |
174s | people wanted to be able to do as a |
175s | sorcerer and at the end of the day the |
178s | list |
179s | was somewhere near 200 spells I think it |
182s | was very large and and we had to pair it |
184s | way back we just had to keep cutting |
186s | stuff off that made less and less sense |
188s | or things that had overlap and we had to |
190s | take all of those nuggets of ideas that |
192s | everybody wanted to be able to do and |
193s | distill them into the bells that you |
196s | received online |
197s | also back near the start we had a lot |
200s | more spells that were combat folks well |
203s | that was before we decided that sorcery |
205s | shouldn't actually got invested in |
207s | combat being a sorcerer is all about |
209s | preparation for thought it's about |
212s | creating the scenario in which you will |
213s | succeed not finding yourself in a |
216s | scenario and then some imagining your |
218s | way out of it that's not how |
220s | and we had a number of spells that were |
224s | very combat oriented very much in the |
226s | vein of all right I'm in combat there's |
228s | a guy shooting me I'm gonna summon a |
230s | wall in front of him |
232s | doesn't really work yeah especially |
235s | because there were a few |
237s | I guess directives I established early |
239s | on you know when we we found out that |
241s | a lot of combat even in the original |
243s | story or sorry a lot of sorcery even in |
245s | the Original Stories wouldn't be combat |
247s | oriented it was really easy to say okay |
249s | sorcery is a means to obtain power it is |
252s | not like outright combat damage directly |
255s | and there was also a really early Focus |
258s | for things to be ritualistic and slow so |
261s | while we were working on deciding how we |
263s | would ask spells and everything that |
264s | played a lot into it as well as the |
266s | contents of the Spells themselves some |
268s | of the things that we saw really early |
269s | on you know there were there were a lot |
270s | of really big asks and one one of them |
272s | that stood out to me a lot was that one |
275s | of the developers wanted to see |
277s | basically sorcery on a scale that was |
279s | like heaven versus hell like demons |
281s | versus angels and they felt it felt very |
283s | out of place with Conan so another thing |
286s | we had to do in there was consider which |
287s | of those things really worked within the |
289s | confines of R4 |
292s | in every system that we had in the game |
293s | not just sorcery we tend to try to look |
296s | at the actual contents that Howard wrote |
299s | first |
299s | and think of ways we can pull little |
302s | tidbits out of it to make the game |
304s | really unique and stand out because |
306s | those stories are something we have that |
308s | nobody else has if we can use unique |
310s | elements of those |
311s | to create our gameplay as well we also |
314s | have a unique game |
320s | um so basically we took that |
322s | sticking the entire page of sticky notes |
325s | that everyone had for ideas and I broke |
327s | them down into schools of magic and then |
330s | we had from our creative officer we had |
332s | a list of things that would be our our |
334s | domains of Magic the schools in which |
336s | magic would operate and we could try to |
340s | figure out which ones of those actually |
341s | fit into a school and which didn't so |
343s | that was like the first cut off point if |
345s | it didn't match any of our actual |
346s | domains of magic you're gone uh a lot |
349s | went that stage and then after that we |
352s | kind of had to prioritize them based on |
354s | usefulness and a big directive that I |
357s | gave early on as well was that a spell |
359s | had to First have a use in PVE because |
361s | we know the vast majority of players are |
363s | going to be using spells in PVE so if |
366s | the spell exists it has a PVE use and if |
369s | it has a use in PvP that's just added |
371s | incent it was kind of in the collective |
373s | conscious but it wasn't being fully |
375s | adhered to by everyone so we had some |
377s | spells like invisibility they originally |
379s | didn't have |
380s | and it was it was a bit of work to make |
382s | them actually work in people yeah it's |
384s | true it was that or we just lose the |
386s | spell and we didn't want to lose spells |
387s | like that |
388s | and then after we had um you know a list |
391s | of all the spells that actually worked |
392s | we had to decide which ones we thought |
394s | were coolest and we could actually |
395s | prioritize in it's easier for us to have |
397s | a ton of ideas than it is for us to have |
399s | a ton of time and money so we have to |
401s | pick and choose which ones we actually |
402s | make so you know everyone kind of |
405s | collectively went through and I sent out |
407s | a survey to everyone and had them rank |
408s | which one which which spells they liked |
411s | the most and then I aggregated all the |
413s | data from which ones people liked most |
414s | and then put my own you know opinion on |
417s | top of that of which had the most value |
419s | to the most types of players and we |
422s | started to get a list that filled out |
424s | what we would actually make and then we |
426s | took that list and prioritized it based |
428s | on the most interesting and compelling |
429s | thing so the things that wound up at the |
431s | top are the really obvious ones like the |
433s | army of the Dead with a fog in the |
434s | zombies the lightning storm the bat |
436s | demon the teleporters it was all stuff |
438s | everyone wanted to see for sure |
441s | um and then you know beyond that we just |
443s | had a list of things that had were |
444s | really um you know certain types of |
447s | player really like seeing this or |
448s | certain types that I really like tea |
449s | yeah it's also worth noting that there |
452s | was after we did an implementation of |
455s | adding in the alpha State we were able |
458s | to play test a bunch of stuff we looked |
460s | at a bunch of spells and said this |
461s | doesn't work we thought it would be cool |
463s | it's not we had to go back to the |
465s | drawing board and in some cases some |
467s | spells actually didn't exist in the form |
468s | that you see now originally Army of the |
471s | Dead used to be two separate spells |
472s | that's right it used to be fog an army |
474s | of the Dead yeah I did the same thing we |
478s | also had spells that we cut entirely we |
480s | had a a vertical ice wall purpose was to |
483s | let you climb up things it wasn't the |
484s | icebridge you've got now that goes in an |
486s | incline but I mean we tried it and it |
489s | just it wasn't useful enough wasn't fun |
492s | it was too clunky and got replaced with |
495s | a different concept the New Concept |
497s | works way better some spells were too |
499s | good like we already had the directive |
501s | uh you know no combat spells while the |
504s | firewall used to deal damage on like a |
506s | very fast interval uh you could pull a |
508s | bunch of enemies with a thrall and have |
509s | them all like annihilating your thrall |
511s | and cast one firewall on them and it |
514s | would just dupe everything in like two |
516s | seconds used to have a very painful heat |
518s | component where if you as a player stood |
521s | next to a firewall it was it was very |
524s | much like standing in lava |
526s | instantly very very hot by health |
529s | the the play with temperature was the |
532s | thing that we thought could be |
533s | interesting but |
534s | I don't know if it wound up being as |
536s | interesting as we thought it would be |
538s | there was an interaction for a while |
540s | between the ice wall and the lava wall |
542s | where their temperatures would fight |
544s | each other and they would melt |
546s | but in part of the fire it was too |
548s | obtuse it didn't make sense naturally |
550s | yeah part of the firewall like the idea |
552s | was that when you're in those really |
554s | freezing places like if for some reason |
556s | your food buff wears off and you know |
558s | you're now freezing you can cast a |
560s | firewall and have that feel like hit |
561s | these scores exactly uh realistically |
564s | with the slow ritualistic nature of |
566s | sorcery it would have Frozen adaptive |
572s | [Music] |