almost 2 years
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Play New World
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0s | let's go we need more land talking to |
---|---|
2s | him about moving mountains here so how |
5s | about building mode I can't get him to |
6s | shut up more land already come on |
9s | [Music] |
10s | [Applause] |
15s | hey everybody welcome back to forged in |
17s | eternum I'm Mike and joining me today |
19s | are Charles and Rosie |
22s | and today we're going to be talking |
24s | about uh Zone creation and what our |
26s | process is in creating a Zone and that |
29s | really all starts from Scott yelling at |
31s | us that we need more land |
33s | um |
34s | that aside we also like to talk about |
36s | high level themes and places we want to |
39s | go to so I think it really starts with |
42s | what's awesome where do we want to go |
44s | why is that important why is that |
46s | different and why is it new to eternum |
49s | and so why don't we start there what are |
51s | kind of the themes that we explore when |
53s | we go about it I mean a lot of it I |
55s | think starts with like our our setting |
58s | is really interesting we have like |
59s | cultures coming from different places |
61s | but then we have all the supernatural |
62s | stuff so I think we're usually thinking |
64s | about like what's an interesting culture |
66s | that's going to fit in here how does |
67s | this fit into the overall story what's |
69s | something we haven't done before we want |
71s | it to feel new and interesting |
73s | well what else do we think about it's |
75s | kind of like the the world of myth and |
77s | Legend right so we think about things |
79s | that are like you know what would you |
81s | know a Yeti look like a Sasquatch that |
83s | is through the lens of a tournament or |
85s | different types of creatures |
87s | um |
88s | and then think about cinematic moments |
91s | too like you know |
92s | Grand shots or yeah uh making it |
96s | revealing to the to the player and |
99s | something amazing to look at and and key |
101s | landmarks right so it's a little bit of |
104s | theme park design when we think about an |
106s | area it's like hey what are the |
107s | signatures whether it's a biome or like |
110s | a structure what are the cool right |
111s | right like thinking about Disneyland you |
114s | can see the Matterhorn from wherever you |
116s | are in Disneyland so we want to have |
117s | landmarks that the players can Orient |
120s | themselves to as they're traveling |
122s | and then mechanically we start thinking |
125s | about like oh what are the cool things |
127s | that I can do in these areas and some of |
130s | that you've seen in like the msq and |
132s | even Brimstone like or like we have |
134s | unique types of traversal or puzzles |
136s | that are informed by the environment |
138s | that you're in that I think are really |
139s | cool yeah |
140s | I think that that plays into the zones |
142s | in interesting ways too so you take like |
144s | Weaver spend there's a swamp and like |
146s | okay swamp like what does that mean for |
147s | gameplay and have all these rivers and |
149s | they're like oh you have to end up like |
150s | trudging through the water a lot but |
152s | then the creatures like there's a gator |
153s | and like that affects how you like |
155s | interact with the Zone you're like well |
157s | I don't want to go through that big |
158s | swampy area because I know it's just |
160s | infested with gators something like |
161s | maybe use this like high bridge but then |
164s | there's like stuff on the bridge and |
165s | like you like it affects how you think |
167s | about navigating versus some of the |
168s | other zones you're like oh there's like |
170s | these straight shots and it's really |
171s | easy but then you know you have to deal |
173s | with other stuff yeah so at a high level |
175s | our brains start going like hey there's |
178s | all this cool stuff and we'll start |
180s | honing in on one particular idea and |
182s | we'll start working with the the quest |
184s | team on the narrative and the lore of |
186s | like okay from a story perspective we're |
188s | going from one space into another what |
191s | is that bridge why does it make sense |
192s | for players on this journey that I'm on |
195s | like how do these things tie together so |
197s | at that point like our little high level |
199s | themes and roundabouts of like yeah we |
201s | think we have these mechanics we have |
204s | this high level story we're telling and |
205s | these kind of like uh |
208s | ideas that we want to present and so |
210s | then from there this is where the fun |
212s | part starts uh everything goes on paper |
214s | so we start writing design documents and |
217s | start really outlying outlining those |
219s | beats uh and |
222s | partially we start getting into software |
224s | into our landmass right we start |
225s | identifying where are these points of |
228s | interest actually going to live in the |
230s | environment and how does the player flow |
232s | through the environment and experience |
234s | the story along the way |
238s | so we can't do everything but we try to |
241s | map out |
242s | what does the perfect world look like |
244s | when we have all those things in there |
245s | and then we start prioritizing those |
247s | things |
248s | and then also working with our partner |
250s | teams because |
251s | we can build out this fantastic world |
253s | but things need to live within the world |
256s | so NPCs Ai and then by four locations |
261s | yeah new architecture types |
264s | yeah |
265s | anything to support the storyline |
268s | so Quest iOS so the things that you |
271s | interact with in the world uh the unique |
276s | kits that we build out but then we |
278s | really focus on what is the priority for |
281s | telling the story yeah and where do we |
283s | think most players are going to go and |
286s | those are kind of like the key focuses |
287s | that we work backwards from is making |
289s | sure that we hit those notes |
291s | and then within that allotted time frame |
294s | we start to fill everything else in and |
296s | matriculate it out so identifying those |
298s | locations also you know the other parts |
301s | that always need to be maintained like |
303s | our events or |
306s | yeah we have to find spaces that's |
308s | another challenge is finding spaces to |
310s | add things continually |
312s | um within the map and having them in |
314s | good locations for players that that are |
317s | constantly turning over and changing |
319s | yeah and we have this like living world |
321s | and we really want to bring that sense |
323s | that like there's some Dynamic stuff |
325s | happening and there's like these |
326s | landmarks but then there's stuff that |
328s | moves in between |
330s | and I'd like I don't know where I feel |
332s | like we're presenting it like very |
333s | challenging which it is so I think you |
335s | think about building a Zone it's like oh |
337s | I'm like building a world and bringing |
338s | things to life but there's actually like |
340s | a lot of like really grueling like okay |
343s | here's the elements and like they don't |
345s | quite all fit together and there's not |
347s | enough time to build half of them and |
349s | there's a lot of like I don't know |
350s | debating back and forth but we leave a |
352s | lot of ideas I think we leave a lot of |
354s | ideas on the floor they're like we'll |
356s | come back to later we usually do maybe |
358s | try to tie it into like a future Zone |
360s | we're like oh you know what we really |
361s | like this idea let's see if we can bring |
363s | it back and sometimes it's not even with |
365s | Zone development sometimes it's an idea |
367s | that when we have an event that we're |
369s | gonna go live with we're like oh maybe |
371s | we have an opportunity to bring it in |
373s | with that that holiday event instead so |
375s | as you can see like now we're doing more |
377s | work on world bosses and you can see |
378s | that when we did the balfazoo fight and |
382s | like we we keep piggy backing off of |
383s | different ideas that we didn't have an |
386s | opportunity to do necessarily in the |
388s | world design but we're able to execute |
391s | in either the next zone or the next like |
393s | event that we do which is really |
395s | rewarding one thing you kind of touched |
397s | on is there's a lot of stuff that's you |
400s | know moving and we need to account for |
402s | so we have tons of checklists and we |
404s | need to make sure like hey we know that |
407s | we have open world PVP where the |
408s | locations of the Forts and the |
410s | settlements and the other things that |
411s | need to be intact when we deliver |
413s | different types of zones basically what |
418s | needs to be there in terms of |
420s | gatherables and what are the reward |
422s | Loops because you know we have level |
424s | ranges there are predicted ranges that |
426s | we think players are going to be in any |
428s | given zone or depending on the |
430s | activities so we always need to be |
431s | mindful of |
432s | you know what resources are there where |
434s | we think players are going to be in |
435s | their progression that's so they have |
437s | access to certain things there's there's |
440s | a lot that goes into the zone |
441s | it's pretty much organized chaos all the |
444s | time yeah yeah for sure |
446s | that's just from like you know design |
448s | and art and on top of that we have you |
451s | know music and all the beautiful music |
453s | and the sound effects yeah the ambience |
454s | it's created with uh with Jed and and |
457s | that team so and all the visual effects |
459s | as well oh yeah |
461s | other the music's a funny one too |
463s | because there's like some of these zones |
465s | like winswords one of our very early |
466s | early zones we've worked on like that |
469s | was sort of a Proving Ground for a bunch |
470s | of stuff and the music came way later |
473s | and I think like but once the music came |
476s | in it was sort of like oh oh that's what |
478s | the song feels like it like it like |
480s | clicked into place and like it like it |
482s | had just been designed for that all |
483s | along I always think about music in |
486s | terms of emotions it's like that that's |
489s | the one thing that can hit you so hard |
492s | and get you so involved uh mentally into |
495s | that space that I |
497s | to me it's like pouring kerosene on our |
499s | fire as far as like getting you so uh |
503s | entrenched |
504s | and in the mood in the mood and all in |
507s | in the theme is it's a great rapper to |
510s | have along with everything else we do |
512s | with the atmospherics of lighting the |
515s | effects yeah I love how it went I was |
518s | just running again alongside uh eclipse |
521s | and everything was echoing you know the |
524s | sounds just they really do bring |
526s | everything to life and it's kind of |
528s | rewarding to create something and then |
531s | have this other element come in and add |
533s | to it and make it even better |
536s | and then one last big portion of our |
538s | Zone creation is obviously the testing |
541s | and making sure everything's going to |
542s | run at scale |
544s | um so a lot of things that we think |
545s | about too is we develop zones is like |
547s | how are players getting distributed |
549s | within that zone so they're not always |
551s | all clustering in the same area so it's |
553s | all about |
554s | knowing the player's golden path also |
558s | awareness of where they're going to go |
560s | for rewards where their end game is |
562s | going to be so it's all things that we |
564s | need to consider when we're developing |
566s | like uh player traffic understanding |
569s | that flow getting that feedback of where |
571s | it's fun to be where it's not fun to be |
573s | and then just emerging gameplay too on |
576s | where players are going to wind up so |
578s | lots of QA and we'd love everyone on the |
581s | PTR so always join the PTR it really |
584s | gives us good Insight on where we need |
586s | to make our adjustments uh to flow but |
589s | we're starting to establish even better |
591s | best practices as far as like how we're |
593s | Distributing players and and what that |
596s | looks like I'd love to ask a question |
599s | for like either of you or both like is |
600s | there any like surprise moments that we |
603s | had like something emerged that you know |
605s | happy accidents that made his own kind |
607s | of come together |
608s | or sort of the process that like made it |
610s | work |
611s | I think the one that sticks out largest |
613s | for me and it's not recent but just the |
615s | way Elite chess runs kind of like |
617s | organically started to form and then |
619s | players would find brand new paths that |
621s | we didn't consider and that's kind of |
624s | like the way they run it like I've been |
626s | on like you know Merck Garden runs up in |
628s | the Shattered Mountain where it's like |
630s | you know we path up on top of like |
632s | Cliffs and roofs and just different |
634s | paths to get to everything super |
635s | efficiently so like I loved how that |
638s | organically formed or even how when |
640s | people run Sirens like they have really |
641s | distinct paths I remember playing in |
643s | Mirror card with I was sort of playing |
646s | playing in the game shortly after launch |
648s | I think and I was just you know acting |
650s | like a player I wasn't revealing I was a |
651s | Dev and I went sort of joined up with a |
654s | group going sort of running through my |
655s | card and they had this path that I had |
657s | no idea that it was there and like they |
659s | like skirted around some of the some of |
661s | the encounters to get to something I was |
663s | like oh this is really neat I'm gonna go |
665s | tell some people that we got to close |
666s | off this path soon this is this is uh |
669s | skipping a bunch of content but it's |
671s | cool this out so there might be a Dev |
673s | playing with you you might not know |
676s | but that doesn't guarantee we're going |
677s | to close off all the paths no I'm |
679s | someone kidding but it'd be we'll figure |
682s | out ways to make the other stuff more |
683s | rewarding yeah but we love like that |
686s | just oh organic usage I think that's one |
689s | of the things I really like about our |
690s | game is like you you can Crest over any |
693s | like Horizon and see something vast and |
696s | beautiful and different depending on |
698s | where you are in the world I really like |
699s | the screenshots that we see on Reddit or |
701s | the forums oh I love the map that the |
704s | players made I use that actually when |
706s | I'm playing but also when I'm just |
708s | working I'll use it to find stuff go a |
711s | little bit more quickly some more |
713s | players are really like they they get a |
715s | lot of stuff like really fast yeah |
717s | well I think that's a great place to |
719s | wrap things up |
721s | um thank you for watching this week if |
723s | you like what you're seeing go ahead and |
725s | hit the like And subscribe buttons on |
726s | all and follow us on all of our socials |
728s | as well |
729s | um I will leave you with this community |
732s | question what is your favorite POI or |
734s | activity running around in a tournament |
737s | um |
738s | what is your most beautiful spot that |
740s | you see in the world that you're just |
741s | like this is amazing and I got all the |
743s | feels really interested to find out and |
746s | we'll see you guys later in the term |
748s | bye |
750s | do the Cyclops have names and are there |
753s | any meaning behind the names |
756s | they do have names but I can't pronounce |
758s | them |
759s | [Music] |
761s | [Applause] |
766s | [Music] |
770s | [Applause] |