Original Post — Direct link

EDIT: Thank you, r/Games! We appreciate everyone who joined us to ask questions and we hope this AMA was fun and informative. A few of us will pop in later today to answer more questions, but if you really want to keep the conversation going, you can always find us at r/Stormgate for game-specific topics or at r/FrostGiant for more about our studio.

Thank you for your support!

-The Frost Giant Studios Team

Compilation of Frost Giant answers

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Hi r/Games,

We’re Frost Giant Studios and we will be here at 9am PT/noon ET/6pm CET to hang out for a couple hours and answer your questions!

We recently announced Stormgate, our upcoming free-to-play real-time strategy game. (If you missed it, you can watch our segment from the PC Gaming Show to get caught up.)

While Stormgate is our first game as an independent studio, many of us are industry veterans who have worked on award-winning games including StarCraft II and Warcraft III.

We’re still early into development on Stormgate and won’t be able to answer all of your questions, but we’ll do our best.

Frost Giant . . . Assemble! (Name - Title - Reddit username)

If you’re interested in the 2023 Stormgate beta, please visit playstormgate.com to sign up.

You can also wishlist us on Steam.

Thanks for joining us!

External link →
over 2 years ago - /u/Frost_monk - Direct link

Originally posted by Elyssaen2021

For Kevin, about Co-op:

  • What ways are you looking at to make Co-op 'infinitely replayable'?
  • Given the focus on cooperative play in all game modes, including Campaign, is the 3vE Co-op mode likely to be called 'Co-op' or are you looking at different ways to describe this game mode?

Coming from the starting point of StarCraft II, we’re going to be tackling replayability from multiple angles:

The first is customization. StarCraft II had both the Mastery and Prestige systems of customization, which allowed you to customize commanders via four vectors with two to three choices per vector. In Stormgate, we aim to greatly expand the number of customization options you’ll be able to play around with. Combine this with a shift to three players and a greater focus on cooperation opportunities in Stormgate unlocks even more ways to play the game!

Second, we’re going to look at lethality in order to enable endlessly scalable difficulties. SC2 Co-op was built on the foundation of highly lethal SC2 units. And because of this high lethality, it became unintentionally balanced around deleting waves instantly either via your units’ high DPS or very powerful “nuke”-style calldowns. One of the side effects of this was that we could never make debuffs feel good in StarCraft II because “why debuff when you can kill?” Another was that it was difficult to balance endlessly scaling difficulty levels via strict number bumps such as with Torment in Diablo or Mythic+ in WoW, because many commanders were balanced around being able to kill enemies before they could reach you at all, and most calldowns would hit breakpoints where they would no longer be very useful. By designing our game with less lethal units, we open ourselves up to greater opportunities for micro within a given fight and greater opportunities to debuff, which is generally very effective on stronger enemies. These factors combined, as well as less of a focus on calldowns that strictly do damage, will help us achieve our goals here.

As for the naming of the Cooperative mode, you’re very correct in identifying an issue with naming our 3vE mode “Co-op” It’s something we’re still working on, but perhaps something makes sense within our universe? =)

over 2 years ago - /u/Frost_monk - Direct link

Originally posted by Critical_Primary2834

How do you plan to avoid the deathballs?

As many of us hail from SC2, deathballs are a constant topic in our minds. First, to preface this topic, we aim to at least rival the crisp pathfinding found in SC2 that allows players to engage in the game with minimal frustration. That being said, we recognize that this style of pathfinding does encourage deathballs, so from this starting point, it’s all about finding strategies to mitigate these deathballs. Without going too much in-depth into each of the options, here are just some things we’re looking at:

  • Designing units with “does this deathball” as one of the items on our mental checklist
  • Relatively higher unit radii to reduce DPS density
  • Reining in unit range to reduce DPS density
  • Lowering the power level/providing strong counters to air units to reduce DPS density
  • Territory-control focused units and structures
  • Territory-control abilities
  • Units that can be very effective when pulled apart from the deathball (Marines, Zerglings)
  • Explicit bonuses to units that are operating alone/in small numbers
over 2 years ago - /u/Frost_monk - Direct link

Originally posted by Doctor_Sleepless

What 2022 games are you most excited about?

I'm a sucker for any new Pokemon release, so while I've had my fair share with Arceus this year, I still can't wait for Pokemon Violet/Scarlett.

over 2 years ago - /u/Frost_monk - Direct link

Originally posted by chimericWilder

Hey folks. In what manner do you plan to design and distinguish units to fit into campaign, versus, and co-op simultaneously? Versus places strict limitations on what a unit should be able to do in order to be fun in versus, but that's very different in campaign and coop. Will you design the base unit and its functionalities for versus first, and then keep fun abilities and ideas in mind that can be added on to the unit for coop and campaign?

For instance, the basic functionality of the Diamondback doesn't work for versus and was scrapped as a design, but returned in the campaign and much later in Coop. So could we ever see a unit whose basic functionality and behavior isn't designed with versus in mind?

Yes! Our current focus is designing fair, balanced, and interesting units for the versus modes. But along the way, we’ll certainly have wacky ideas that end up on the cutting room floor, which will end up in our PvE modes. This doesn’t apply to just units, but also for potential abilities as well, for example, how the Adept has slightly different abilities across all the various modes of SC2. For a new RTS that has multiple modes, I think the process you’re describing often comes organically.

over 2 years ago - /u/Frost_monk - Direct link

Originally posted by Blastuch_v2

What game would be the most similar one in terms of base building?

In terms of base building, two key sources of inspiration include Warcraft III and They Are Billions.

In Warcraft III, the placement of all your buildings matters a lot, and different buildings have different levels of vulnerability, leading to varied harassment and interaction among the factions.

They Are Billions takes this concept to another level where every building has unique abilities/adjacency bonuses, and base-building is almost half the game. That being said, we recognize that They Are Billions is a single-player RTS and thus the player can be expected to pay a greater % of his attention to this particular aspect of the game. But it is interesting to think about how much of this we can translate into a multiplayer RTS.

over 2 years ago - /u/Frost_monk - Direct link

Originally posted by demiwraith

In various interviews it's been mentioned that in Starcraft 2, Air vs Air combat is both less interesting and hard for casters and/or views to discern what's happening.

Do you think some of the issues with Air vs Air combat are caused not just by the ignoring terrain, but also the the way that Air units also ignore each other and can just stack on top of each other?

Have you experimented at all with how Air units stack? Also, have you experimented with any form of "air terrain" (high cliffs, clouds, etc. - anything that could block line of sight or air unit movement)

Funny you should mention this. In one of our prototypes, we ran into a lot of problems where air units would stick together too closely by default when a-moving (no special microing required). This caused a lot of issues where the DPS density was too high against ground units, focused on a single point, and it was very difficult to target and pick off weak air units. So how air units stack and naturally spread while a-moving is something we’re looking at. That said, we think stacking air units has its place as long as the air units aren’t overpowering. For example, there’s very interesting play and counterplay against deliberately stacking Mutalisks that can hit-and-run in the StarCraft franchise.

In terms of terrain, we’re actively looking at air pathing blockers that “work”. Though air pathing blockers technically existed in SC2, units did not understand how to path around them, which led to odd behavior on maps such as New Gettysburg.

Your cloud idea is interesting, and I think it would help to mitigate the power of air. It’s something we’ve talked about, but not something we’re looking into now. My main concern here is the readability of units, both ground and air, under the cloud or any type of pathable terrain that lives in the air.