almost 3 years
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Frost Giant Studios
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12s | hi this is tim morton from frost giant |
---|---|
14s | studios |
15s | we asked reddit and our newsletter |
17s | subscribers to submit questions for us |
20s | to do an ama or an ask me anything |
24s | and in this video you're going to see |
26s | answers from various frost giant team |
28s | members to those questions thanks to |
30s | everybody who participated and submitted |
32s | questions online |
33s | lord shafood asks how much until we can |
36s | see some important updates like game |
38s | setting engine or factions |
40s | we did announce some details of the |
41s | engine that we're working with unreal |
43s | engine 5 but we haven't revealed any of |
46s | the creative details about the game yet |
48s | we're going to do an official game |
49s | announcement in the year ahead so hang |
52s | in there but we're not quite ready yet |
55s | ozzycon asks what does a one-year-old |
57s | game project look like whether at the |
58s | artistic level playability design or |
61s | engineering |
63s | we set out to build a gray box or a |
65s | white box prototype which means that |
67s | we're focused not so much on the |
69s | artistic aspects because we know unreal |
71s | engine is capable of depicting great |
73s | graphics we're much more focused on |
75s | mechanics of getting real-time |
77s | strategies stood up in what is |
80s | traditionally a shooter engine and there |
81s | are definitely some architectural |
83s | challenges there that we've been working |
85s | through |
86s | and then also figuring out how do we |
88s | adapt rts as we know it to our vision |
91s | for the future and experimenting with |
93s | that |
94s | so what we've got it's very crude um it |
97s | is reminiscent in some ways of what you |
100s | would imagine the basics for an rts in |
102s | terms of unit selection in terms of |
105s | simple command cards and combat |
107s | but it's focused not so much on the |
110s | graphics and much more on the core |
112s | functionality and on the core mechanics |
115s | alpha drake asks have you decided how |
117s | your game will be distributed steam epic |
119s | your own launcher |
121s | we haven't made any hard decisions yet |
123s | because we're so early in the |
124s | development process but we definitely |
125s | got feedback that players don't |
127s | appreciate store exclusives so we'll |
129s | take that feedback into consideration at |
131s | the end of the day we just want to get |
133s | our game in front of as many players as |
134s | possible and we'll be exploring the best |
137s | platform or platforms to do that |
140s | blazendragon1737 asks will you guys be |
142s | reaching out to warchief gaming and |
144s | notorious studios or any other gaming |
146s | companies that have been made by |
147s | previous blizzard employees for gamers |
150s | we do keep in touch with a lot of our |
152s | former colleagues including second |
154s | dinner bonfire studios warchief gaming |
157s | and notorious who are literally in the |
159s | same building with us just sitting in an |
161s | office upstairs we have the closest |
163s | relationship with dreamhaven who are |
166s | advising on our game many of the team |
168s | members at dreamhaven were involved in |
170s | building the original warcraft and |
172s | starcraft rts's and it's super helpful |
174s | for us to have the benefit of their |
176s | perspective |
178s | all right so this question comes from |
180s | omg abaddon |
182s | what are your plans to improve |
184s | accessibility without casualizing the |
186s | game we really believe that the next |
189s | step for the rts genre to really have a |
192s | breakout um |
194s | incredibly successful game |
196s | and potentially live up to the |
197s | possibility of having a number one game |
199s | in the world is to be able to |
202s | satisfy core players at the same time as |
204s | bringing in a lot of new players who can |
206s | enjoy the game also so this is important |
208s | we really want accessibility but we |
210s | don't want to casualize the game and so |
212s | that's why i like this question it goes |
214s | to the core of what we're trying to |
215s | figure out and the first part is on |
216s | wrapping we've talked about this a |
217s | little bit in |
219s | uh other interviews or discussions that |
222s | have been shared with the community |
223s | but bringing in new users to the game in |
226s | a way that does not |
228s | um intimidate them that does not make |
231s | them feel dumb because they're new |
232s | players and that lets them |
234s | experience the fun of rts and socially |
236s | interact with their friends |
238s | even though they may be at very |
240s | different skill levels there's also a |
242s | big question about um approachability |
244s | and pacing with how players are |
247s | presented with with new or complex |
249s | aspects to the game it's not about |
250s | avoiding complexity it's about pacing it |
253s | and really presenting its players in the |
254s | right sequence in the right manner so |
256s | that they |
257s | um they don't balk at that complexity |
259s | they can ingest it they can process it |
261s | and they can learn at a smooth face that |
263s | that helps them feel good for learning |
266s | and mastering incremental steps of |
268s | complexity and the third big part that |
270s | we're |
272s | um |
273s | that we're looking at is really our |
274s | gameplay modes |
276s | we're looking at co-op and different |
277s | ways that co-op can be expressed |
279s | skirmish modes and arcade modes |
281s | that we can build that will really bring |
283s | players into um |
285s | gameplay sessions that are less |
286s | intimidating less stressful |
289s | maybe more social with teammates around |
291s | them and and ones that would be |
294s | provide a positive experience even when |
295s | they lose |
297s | and |
298s | none of that is at |
300s | the expense of competitive because that |
302s | is also very important to us but |
304s | specifically for new users it's |
305s | important to have modes that are |
308s | that are not intimidating so they feel |
310s | like they can they can take that first |
312s | step they can try their hand at this |
313s | game and then build up confidence and |
316s | the next question is from niallisis um |
320s | and the question says are you planning |
321s | on making a traditional fully finished |
323s | and done released product kind of think |
325s | like age of empires 4 or you're |
327s | considering early access as an option as |
329s | well the game that we're making is one |
331s | that we are going to actively support in |
334s | big ways for |
336s | for years to come um |
338s | we're really focused on delivering the |
341s | best possible launch product but we're |
343s | already laying the groundwork on |
344s | planning for what's gonna come out |
347s | year one year two year five after launch |
350s | um in terms of your question about uh |
352s | fully finished and done or early access |
354s | um that's a bit of a blurred line |
358s | it is really important to us that we get |
361s | uh feedback from players feedback from |
364s | the community on the game that we're |
366s | building |
367s | early enough so that we can actually |
370s | react to that feedback |
372s | before the game |
374s | really goes full scale live whatever |
375s | that's called |
377s | all right |
378s | so this question is from terence malik's |
381s | hat |
382s | and it asks are you closely following |
385s | the release of aoe4 this week |
389s | uh to see how well it's received and to |
391s | see any interesting new features that it |
392s | might have to inspire a next-gen rts |
396s | um |
397s | we are fans of this genre um |
400s | first before we are developers of it |
402s | and we also believe that um |
405s | great ideas great inspiration can come |
407s | from anywhere and so it's really |
408s | important for us to be seeing how the |
410s | genre evolves |
412s | um and seeing what players are are |
414s | responding to well about it and so yeah |
416s | we've we've played a ton of aoe4 |
419s | specifically because that's that's the |
420s | one you're asking about um and i think |
423s | that microsoft and world's edge and |
425s | relic have i think they've done a |
427s | fantastic job on it |
429s | people hear this i encourage you to go |
431s | play vampires 4 and check it out it's |
433s | really a well-made game |
434s | and uh and it's it's providing a bunch |
437s | of inspiration to us and we hope to |
438s | continue carrying that torch further um |
441s | with with our game so my question is |
444s | from go suit enron |
446s | go sue ass |
448s | you've chosen a path where you keep the |
450s | community in the loop from even before |
452s | you had an office how does this affect |
454s | your work and are you feeling added |
456s | pressure because of it |
458s | will it affect the game itself |
461s | i'm asking because i'm very excited for |
463s | what you guys will come up with but the |
465s | high expectation also makes the fall |
468s | harder |
469s | i guess i'm just interested in whether |
470s | you've discussed this before deciding to |
473s | keep such a close relationship to the |
474s | community and to be clear i really |
477s | appreciate that you do it this way |
480s | we had really amazing relationships with |
483s | the rts community |
485s | from our previous games that we worked |
488s | on |
488s | and we think we've always thought that |
491s | that the community that we had the rts |
493s | community was a very smart community |
496s | it's a very proactive community |
498s | there are challenges of course in doing |
500s | what we did in involving the community |
503s | from the launch of the studio itself |
506s | before we even had a game |
508s | one of the one of the repercussions of |
510s | that is that |
512s | people may have the impression that |
514s | we're not acting on the feedback that |
516s | they're giving to us |
518s | in fact we are digesting that |
520s | and thinking about it and organizing it |
524s | at the same time that we're doing a lot |
526s | of infrastructure building |
528s | you know when we started the studio we |
530s | didn't have a game engine um |
533s | we've we've done a deal with unreal |
536s | but we've also had to add a lot of |
538s | tooling on top of that before we could |
540s | even begin to design the game |
543s | so i'm sure from the outside that's felt |
544s | like there's been |
546s | no exciting news coming out of the |
548s | studio |
550s | but in fact behind the scenes we're |
551s | working very hard to build things one of |
553s | the reasons we did choose to announce |
556s | the studio in the game so early is we |
559s | wanted the community to know |
562s | that rts is not dead |
564s | that that there is a strong group of |
567s | developers that are very interested in |
571s | taking it forward into the future |
573s | and to let people know that they should |
576s | get involved |
578s | and that they can contribute to what |
580s | that that future vision is going to look |
582s | like a question from |
585s | raythos |
587s | do you have a problem to make an art |
588s | style that is clear and good looking at |
590s | the same time |
592s | and is it harder to design bigger big |
594s | units and buildings or smaller objects |
595s | small units workers in an rts game |
598s | it's pretty |
600s | straightforward to make stuff look good |
602s | and unreal the engine is super powerful |
605s | uh the shaders are amazing the lighting |
608s | animation we can do there's a lot but we |
611s | can do there to make stuff look good the |
613s | challenging part on our end is we can |
615s | put |
616s | so much into the game that it can get |
618s | noisy and we want to make sure that |
620s | we keep the units to have a nice clean |
623s | read in the game you know what you're |
624s | looking at instantly |
626s | and it's not |
628s | competing with the background |
630s | of what's happening in the terrain or |
632s | the lighting and animations that are |
633s | happening there so that's where |
636s | we can put so much into a game now that |
637s | we need to restrain ourselves to some |
639s | extent |
641s | and the second part is about the size of |
644s | the units is something easier harder i |
646s | would say making bigger units is |
648s | somewhat more difficult because we need |
650s | to |
650s | create them in a way that looks like |
653s | other units can't unless it's by design |
655s | pass |
656s | through them so if we have a big unit |
659s | let's say with uh |
661s | with their feet spread really far apart |
663s | we need to make sure it doesn't look |
663s | like the smaller units can go around and |
666s | in between that um if it's not |
667s | intentional so that's the challenge i |
669s | would say there is for larger units |
672s | and also making them look |
673s | comparatively large in scale but we can |
675s | do a lot of that with detailing |
677s | example if you have a building |
680s | uh and you put smaller windows on it the |
682s | building instead of looks bigger |
684s | compared to than if you have |
685s | lots of bigger windows on it'll make it |
687s | look smaller so there's lots of art |
689s | techniques that we can use to change how |
690s | the scale of something feels in the game |
693s | this question is from statistician |
696s | number 266 and the question is in terms |
699s | of art style what do you aim to have |
701s | your game look like and why would you |
703s | pick it is there any particular strength |
705s | you seek to stress or aim behind it or |
708s | is it simply stylistic |
711s | for our game we want it to be |
715s | unreal is capable of doing like lots of |
717s | photo real stuff uh but we want to add |
720s | our own style to what our game is going |
721s | to be so harness the power of the engine |
724s | the lighting the materials the animating |
726s | animation and stuff like that but we |
728s | want to make our own style of game we |
731s | want |
732s | players to be able to see a screenshot |
734s | of our game and know instantly this is a |
735s | frost giant title uh and so that's kind |
738s | of the main goal that |
740s | we are driving as in our team is is |
742s | determining what is our style what is |
743s | their look but then still using the |
745s | power of the engine |
747s | dan riley cg asks a multi-part question |
750s | but the first one is even though many of |
752s | you are from blizzard are you guys |
754s | interested in any mechanics from the |
756s | command and conquer series our primary |
758s | inspiration is blizzard rts's but we are |
761s | definitely looking at command and |
763s | conquer age of empires company heroes |
765s | and even more |
767s | and trying to see what makes sense for |
768s | our game and seeing what fits |
771s | the next question he asks |
773s | are any of you former game designers |
775s | from the command and conquer series |
778s | tim campbell he's our game director he |
780s | worked on regular two and it has very |
783s | very fond memories of the very alert |
784s | franchise as all of us do i worked on |
787s | multiple series of the command and |
789s | conquer red alert and also the original |
791s | tiberian wars |
792s | and on top of that tim morton our |
795s | production director also worked on the |
796s | command and conquered series the next |
798s | question is from hazy khan |
801s | how many employees are working at frost |
803s | right and how many do you plan to add |
805s | before the release of the game |
808s | as we speak we have 22 full-time |
811s | employees here |
812s | an additional 10 at our contract we plan |
815s | to get at least double that size |
817s | uh give or take 50 |
819s | uh when the game is released |
821s | it creates a more collaborative |
823s | team he made it slightly smaller which |
825s | does lead into the next question from |
827s | kevin mobeck |
828s | are you accepting any interns at this |
831s | time |
832s | i can say on the marketing side |
834s | we do and we are |
836s | on the development side we are |
838s | considering that for the future so |
840s | you'll have to stay tuned |
843s | little demon asks i have an engineering |
845s | question are you using an existing game |
847s | engine or are you building your own from |
849s | scratch |
851s | we're using unreal 5 with a custom game |
853s | simulation that runs within unreal |
857s | and as a follow-up he asks what's your |
859s | approach to ensuring that all players |
861s | see the same game state given that there |
863s | could be possibly hundreds of unit |
865s | interactions every second |
867s | it seems like a difficult problem |
869s | it is a difficult problem and we do that |
872s | by |
873s | creating our own custom game simulation |
876s | that runs deterministically which means |
878s | that every computer |
880s | runs exactly the same way and produces |
883s | the same results for any given player's |
885s | input |
886s | it's kind of like playing a game of |
888s | chess or checkers over the phone with a |
890s | friend and just telling them what your |
892s | moves are |
893s | fluffy maguro asks what's the most |
895s | exciting thing on the technical side |
897s | that you couldn't do with starcraft 2 or |
899s | warcraft 3 that you can now |
902s | the most exciting thing for me is that |
903s | we've completely separated the game |
905s | simulation logic |
907s | from the rendering that we do with |
908s | unreal 5. |
909s | this allows us to have faster frame |
911s | rates a smoother simulation experience |
915s | and better support for replays and |
917s | spectating among other interesting |
919s | possibilities |
922s | alpha se2 asks after your game releases |
924s | are you planning to organize or sponsor |
926s | your own tournaments or even run a |
927s | professional league like starcraft 2's |
929s | world championship series or are you |
931s | planning to have a more community driven |
932s | tournament scene instead |
934s | great question alpha thank you |
936s | it's our belief that all successful |
937s | esports ecosystems have really been |
939s | built on the foundation of what the |
940s | community authentically enjoys so we're |
942s | going to start by focusing on that our |
944s | current approach is for tournaments and |
945s | esports to be enjoyable and rewarding |
947s | for players of all skill levels |
949s | regardless of how much they've invested |
950s | into the game so far |
952s | so our goal is really to have a clear |
954s | overarching esports ecosystem that |
956s | sustainably layers professional |
957s | tournaments alongside those always on |
959s | grassroots activity that everyone can |
961s | participate in this process doesn't just |
963s | start after the game releases we're |
965s | really excited to be building all these |
966s | plans and activities alongside the core |
968s | game development so we're able to |
970s | incorporate the thoughts and desires of |
972s | everyone in the community to create |
973s | something that we all can really love |
976s | so food guy asks a three-parter |
979s | part one what is your design philosophy |
981s | when it comes to creating units how much |
983s | do you value unit design based on their |
985s | lore balance and overall fundness |
988s | like what are the most important |
989s | considerations when you design a unit |
992s | so this is this question is about unit |
994s | design in general and the answer to that |
996s | i would say is it depends |
998s | so i'll give you a few examples when we |
1001s | are working on co-op commanders in the |
1002s | starcraft 2 universe we had a lot of |
1005s | deep and rich lore to base these |
1007s | characters off of |
1009s | so what we did as a team is we went into |
1012s | a room um we jotted adjectives of uh |
1015s | what describes these co-op commanders so |
1016s | for example mix he's known for |
1019s | dictatorship and subjugation and nuclear |
1021s | holocaust and then we design units and |
1024s | mechanics for this commander that really |
1027s | fit this fantasy um an alternate way to |
1031s | design units is what i imagine the |
1033s | legacy of the void team |
1035s | did with the ravager unit in the versus |
1037s | mode so with that unit the team i i |
1039s | believe really wanted to |
1041s | break apart roach death balls in the zbz |
1044s | matchup and give zerg players an |
1046s | opportunity for counter play against |
1048s | force field in the zvp matchup so with |
1051s | the design of that unit mechanics were |
1053s | really prioritized and the lore was |
1055s | built later on in order to |
1058s | fit that fantasy in terms of |
1060s | balance versus fun versus how |
1063s | interesting a unit is |
1065s | we really want to prioritize fun and |
1067s | interestingness from the get-go |
1069s | with some balanced considerations mixed |
1071s | in and the main thing um we want to |
1074s | consider with balance is not how balance |
1077s | is the unit currently because we can |
1078s | always tweak numbers but uh rather we |
1081s | want to consider how difficult it would |
1083s | be to balance the unit later on uh part |
1086s | two of this question |
1088s | um in terms of designing a unit is it |
1090s | one guy that designs everything or is it |
1092s | multiple people how do you settle on the |
1095s | final design for the unit if five guys |
1097s | have five different views on a unit um |
1100s | and i think in terms of designing units |
1102s | it's no different uh from designing |
1104s | levels designing uh systems like ladder |
1107s | systems or progression systems |
1109s | um in that generally there is uh one |
1111s | owner and uh and the design team |
1114s | surrounding uh that person |
1116s | um and it's up to the owner to define |
1119s | the goals of what they're trying to do |
1121s | with this unit with this level with the |
1123s | system |
1124s | and then take ideas from the entire team |
1127s | build consensus |
1129s | with the team to |
1131s | finalize what this unit or level is and |
1134s | then it's their responsibility to make |
1136s | the the calls |
1138s | uh when designing a unit do you start |
1140s | off with one path and iterate until it |
1142s | feels right or do you start with a |
1144s | hundred ideas and narrow it down |
1147s | so i would say in the ideation phase |
1149s | when you're just jotting down uh ideas |
1151s | for units yeah we we kind of do a |
1153s | shotgun approach where um we come with |
1156s | all all these ideas for what this unit |
1158s | could potentially do um but after that |
1161s | phase when we start the prototyping |
1163s | phase when we actually try to make these |
1165s | units put these units into our game we |
1167s | eventually narrow down |
1169s | all these ideas into |
1171s | just one thing that we want to try and |
1173s | that's mainly for time reasons we can't |
1176s | just spend like all our time |
1178s | implementing a hundred different units |
1179s | so why don't we just try one see how it |
1181s | feels um if it if it kind of works then |
1184s | we iterate on that unit and if it |
1185s | doesn't work maybe we scrap that and try |
1187s | one of the other ideas |
1189s | all right so this question comes to us |
1192s | from sub-surion |
1195s | sub-suryan asks |
1198s | while of course it's too early to talk |
1200s | specifics on the story and universe |
1203s | what sort of lessons and focuses from |
1205s | blizzards storytelling and world |
1208s | building |
1209s | are you all taking in when designing |
1212s | this new setting |
1214s | so certainly we are learning things uh |
1217s | always from the way blizzard was telling |
1220s | a story and for an rts when you have |
1222s | multiple factions |
1225s | uh that can be tricky you you're |
1227s | fighting one faction in one campaign and |
1230s | then in the next campaign you might be |
1234s | that faction and so you're going to be |
1237s | uh fighting you know potentially the |
1240s | faction that you were just playing and |
1241s | so in in that sense you don't want |
1245s | one faction to always be the enemy so |
1248s | certainly you know looking back at |
1250s | warcraft for instance the warcraft rts |
1254s | how orcs started off being the major |
1257s | villain but then as you start to play |
1260s | orcs |
1261s | you find that the orcs have compelling |
1264s | characters and they have |
1266s | their own compelling storyline when |
1268s | you're playing that faction you want to |
1270s | feel like the hero and that's really |
1273s | important so |
1274s | all of these factions you know in an rts |
1277s | game you need to feel like you are the |
1279s | hero when you're playing those factions |
1282s | our next question comes from sue warrior |
1287s | sue warrior |
1289s | would like to know can we at least get a |
1291s | hint to the type of setting |
1294s | and world you have envisioned |
1298s | imagine aliens that arrive in these |
1301s | craft that look like giant vacuum |
1304s | cleaners uh specifically |
1306s | like the old kirby vacuum cleaners from |
1310s | like the 20s to the to the 40s |
1313s | uh so this this alien race just comes in |
1315s | just starts sucking up everything with |
1317s | these vacuum you know they're sucking up |
1319s | hamsters they're |
1320s | sucking up gerbils they're sucking up |
1322s | monkeys |
1323s | so so we think it's going to be very |
1326s | compelling |
1327s | and we're very excited to explore this |
1330s | storyline |
1332s | and i'm very happy that i had the chance |
1335s | to to share it with all of you today so |
1338s | thank you |
1349s | you |