over 1 year ago - Wayfinder - Direct link

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1s Parks attendees.
3s Please welcome origin stories.
5s Bringing Wayfinder to life.
15s Hello, everyone.
16s How are you today?
19s This is exciting.
21s I know there's going to be people at home watching and we've got 80 people
25s in front of us.
25s Hopefully more fun alone because this is, you know, a great look at Wayfinder.
30s Eighty-Thousand!
31s 80,000 people sort. Of hype it up.
34s Today. You have a treat.
36s About to happen.
37s We've got Joe Madureira, CEO of Airship Syndicate.
42s Again, we've got Ryan Stefanelli the President, and we've got AJ
46s LaSaracina, who is honestly just the best looking guy in the room.
51s The only bald one. Here is that all the names are out.
53s I'm really excited.
53s He did pretty. Good.
54s It's phonetically on the list here.
57s Now I am less important because I'm not with Airship.
61s I actually I'm just a content creator
63s that got a chance to play Wayfinder back in September.
66s We were flown out to play the game, gives them
69s feedback and it's been pretty incredible.
71s Watching it progressed
73s over the last few months and, you know, even playing it again here today.
76s Some of the changes that I suggested are in game and you know,
80s that's a testament to you guys listening to feedback
83s and wanting to make this the best game possible.
86s I have a feeling, Joe, that you may have a little bit of
89s impact on where this art is coming from.
91s Can you give us a little bit of a backstory on on your path
95s through comics and then into now gaming?
99s Yeah,
100s So way back in the day, a long time ago,
104s I worked at Marvel
107s and most notably on the X-Men, but I did a bunch of other books as well.
112s I started a comic called Battle Chasers,
116s which, thank you
118s famously only made it nine issues, although ten is coming out in June.
122s Stay tuned.
124s And that ended up being our first game of the airship.
126s Also, we were going to Kickstarter and we were like,
131s we knew we wanted to make an RPG, and Battle Chasers seemed perfect for that.
135s And, you know, along the way And before that, though,
139s rewinding a bit, I was one of the founders of Vigil with Ryan,
143s and we did the Darksiders Games, which you guys may be familiar with.
150s And just over time,
152s I think my style evolved.
155s You know, it's always going to have some some element
159s of like comic book superhero ness to it
163s mixed with like dark fantasy
166s and and just fantasy games in general have always inspired me.
170s Even Battles Chasers was kind of like my wanting to do a Final Fantasy style
176s universe in US comics, which just didn't exist at that time.
180s Fantasy comics were like CONAN the Barbarian or something like that.
185s So that the
187s blend of steampunk fantasy technology is something I was always excited about.
192s And in Wayfinder, we're pushing that even more.
194s There's a lot more sci fi.
196s Obviously I can't take credit.
198s All the amazing visuals is there.
201s I have to credit our amazing concept, our team and our 3D artists.
205s Like we just have historically always been
208s an art focused studio and we just keep pushing the envelope
212s there and building like the most amazing art team.
216s And we can.
217s I mean, even the first time I played it, I realized that
220s a lot of these visuals are essentially timeless.
224s I find that some games you see that or were trying
227s to be the highest fidelity or the most beautiful visually.
231s In some cases they get dated and you look back at some games
234s like Wind Waker, which at the time was so cartoony in, and now
240s it's one of the better looking games because it just didn't really age.
243s I feel like a lot of the models, a lot of the environments,
246s they're going to look beautiful five years from now, ten years from now.
249s And with this game, I think that's a good thing
252s because you guys are really committed to wayfinder being something that people
255s are going to keep playing year after year, which is really cool.
259s Now, you mentioned that, you know, you were in comics before
262s and then moved into gaming, I believe you stayed with Vigil
264s and so with Airship Syndicate Ryan, you and Joe
268s have kind of come together for this company.
270s How did that all start?
272s Well, we work together very long time at this point.
276s And, you know, yeah, some days
281s and I
282s Joe had gone back into comics after Darksiders two
285s and after original THQ went through bankruptcy,
290s a group of us from Vigil had
293s splintered off and then started a US based studio for Crytek.
296s And it was around that time
299s that Joe and I started discussing again the idea of starting a new studio,
302s something that was smaller, something would let us work
304s on a different kind of game, one we had always wanted to make because
307s as game developers, we've
308s always been sort of like wanting to check games off our bucket list of the game.
312s We would tend not to work on the same genre more than once,
315s which may be kind of foolish sometimes.
317s But, you know, Darksiders was like our love letter to Zelda.
321s Definitely with our own.
322s Our own take and Battle Chasers was, Man, we really want to make a turn based
327s RPG that tugs at the heartstrings that, you know, Final Fantasy
331s in those classic games did like the the Super Nintendo era turn based RPGs.
337s And at the same time,
338s it actually ended up really working well with our vision for Airship
342s as a studio that we just we'd never really put a cap on our growth,
345s but we knew we wanted to start small and so we wanted the game that we made
348s first to be something we could achieve with a smaller, smaller studio.
351s And actually it didn't start as battle chasers.
354s That first game we were going to do is a turn
355s based RPG was going to be a new IP, and we kind of had to talk Joe
359s into using battle chasers because I think it's a sign of his own humility.
363s He was like,
364s People don't care about battle chasers anymore, which thankfully was not true
368s because then when we went to Kickstarter, I think it's a big reason
370s why Battle Chasers was was such a huge success.
374s Yeah, I mean, it was interesting coming to Austin
377s because I actually didn't realize that you guys did.
381s The League of Legends run King stories as well.
383s And then I look back and think, Well, and Darksiders
385s and I started putting the pieces together
387s and it's like, Well, I've already played games and love games from you guys.
391s And now all of a sudden, you know, there's there's this new, like triple-A title
394s that's coming out.
395s And so
396s I think that if you look at the Metacritic and the games that you've done already,
399s there has been some great reception.
401s And so I think, you know, as a gamer myself,
404s my faith is definitely up there and I think a lot of people
408s are going to be excited to see what Wayfinder evolves into and is.
412s And so sign up for the beta right now,
415s make sure you're in on that so you can play it as soon as possible.
419s But I've been playing it like there's been three different
422s betas so far and the game has progressed and progressed and, and now we're going on
426s the fourth beta coming up and I can't wait to see what new changes come.
430s Yeah.
431s Think I think on that line like the one thing I mean
434s obviously we announced our partnership with digital extremes
438s at ten on last year and so ever since then it's really been about
443s growing the team at airship, building the game alongside of digital extremes,
447s who is great in terms of helping us and things like our free and fair
451s monetization, listening to the community.
453s And then as you mentioned, it's like taking that
455s and actually making it actionable.
456s There's a lot of companies and a lot of games that might say like,
458s Hey, we want your input, but like we genuinely want your input too.
462s I'm Tasha's point.
463s Like everything that someone submits through like a feature upvote,
466s which we have, we have a really active discord community Steam forums.
469s Like we read through those things, we talk about it as a group.
471s We say, Hey, is this a good idea? Is this a bad idea?
474s So making a game is a big task.
476s And I think when we say, Hey, sign up for beta, we really mean it.
480s And that's really what I think the digital teams help because like you
484s said, it's a total shift from making those other games.
486s All the games we saw behind us are awesome.
488s People love them, we love them.
489s But this is this is a brand new beast that we had to kind of start from scratch.
493s I mean, Steve isn't here today, but I remember just chatting with him
497s the first time.
498s You could see he was geeking out about the game more than I was.
501s Like, you know, I'm asking about passive abilities and the bosses.
504s And he was right there with me
505s so you could see that love for the game and building this new thing.
509s And that's exciting.
511s And the fact that you had us out to talk about it so early
514s and give feedback, it shows that you want this
517s to be the best thing possible, which you know is a is a bonus.
520s Now, with this whole process
523s joining up with digital extremes, this project has grown
527s even from kind of the inception of what you first expected the game to be.
531s What have some of the struggles been along the way?
535s Anytime you have to grow the size of a business, that's that's a challenge
540s because one finding great people, which we've been very fortunate to do,
544s even going from for up to 80 or 90 that we're at now,
548s it seems like that's fast growth.
550s But secretly or quietly, we've been in business for almost nine years.
554s Sometimes that number surprises even me because time is.
557s Just had six like within the last week, like six years ago.
560s Like now is nine years ago. What the hell?
564s But yeah,
564s growing the team is, is is a big challenge because you want to.
568s We knew that things about the studio culture would have to evolve.
573s We didn't necessarily want the feel of what it was to work at our ship to change.
577s We knew it was going to evolve though,
578s which is a little different than wholesale change,
580s and I think we've more or less accomplished that.
582s But then on the development side, what AJ was pointing out
586s are probably the biggest shift, which is you go from premium
589s box title development
590s where you're kind of developing in secret until the
592s and when you reveal the game, you're sort of being predictive
594s about what you think players will want to see what what's going to land, right.
597s Maybe you get to do some small scale focus tests to get feedback,
601s but you're more or less behind the curtain
604s until you reveal the game and kind of cross your fingers.
606s Right?
607s And this is the opposite of that, which is where you lay the foundation
609s and you say, get it in the players hands early and now we can
613s let them tell us what we should do next in a way.
616s And we're not always right.
618s I'm sure there's a lot of armchair devs that think they know
622s what's best for gaming.
623s And I mean, even when I was sitting there, it's like, what about a helicopter?
627s Like should you add one to weight finders?
629s And I think there's that balance between developers.
632s I mean, we'll think about it.
633s Yeah, we could do a theme park is basically an airstrip Me.
636s Know we actually had a bug in one of the betas where you could just
640s kind of infinitely keep like jumping in the air and like float around.
644s And when we removed it, people were bummed.
646s They're like, Bring that back. That was so fun.
648s Was it? But it's broken.
650s Wasn't there a rumor that you didn't want, like the air attacks in game
655s because you were really worried about the the level designers
659s having to deal with the game essentially breaking and then you played with it
662s and it was like.
663s Yeah, air dash, actually.
664s Yeah.
665s So spoiler alert we might be adding air dash.
669s Yes, Air Dash was
670s was a very requested feature by players, but also internally.
674s And we've been resisting it just because so much of the game was built
677s and it would definitely piss off the level designers, the environment artists
681s because bugs galore.
682s As soon as you can jump, double jump than air
684s dash, you're going to get out of bounds really easily.
686s So I was actually staunchly opposed to air dash trying to save everybody's sanity.
690s And then Steve made the mistake of just as a quick test
694s enabling dashing in the air.
695s And then he had me play it and I was like,
697s You're screwed, man, because that's too fun.
699s So we are definitely putting in air dash.
701s And when people are mad, you can talk to Jesse and Clinton
705s and John are our leads on level design and environment art.
708s But I mean, that also, you know, shows that you have a great idea.
712s You try to implement in the game and working with digital extremes as well.
717s You know, they need to have faith in you
719s that you're going to make the best decisions possible while developing.
722s You know, how did that partnership happen with digital extremes?
726s You know, I played some of their other games.
728s You know, I've known about them for a long time.
729s And so as
730s soon as that name was attached to this, it definitely did piqued my interest.
733s How did that come about?
736s It's funny because when we were pitching the game
740s to the publishers,
742s one of the ways that people would wrap their heads around the
746s the game we were making is like, Oh, it's kind of like fantasy Warframe.
749s And we're like, I guess it is kind of like that.
752s And then when we met with DC, finally they said the same thing
756s and we were like, Wow, wouldn't it be cool if like we actually did this together?
760s Because enough people
761s had made that comment during the pitch that we put it in the pitch.
765s Yeah, well, it's going to help people understand it.
767s And then we're friends and then we pitched it to DC
770s and we got to that slide and I kind of looked at it
771s and I thought, okay, wait, I promise this was in here
773s before we knew we were talking to you guys. Yeah.
775s And I think they a lot of our visions aligned like they liked a lot of like,
783s I guess
784s having the Warframe style.
789s What do you want to call it?
790s Like, I don't know if we were in sync on a lot of things.
793s So like the loops or like the kind of gameplay that we.
797s There's a lot of core elements that we share, like being a collection
800s based and character based. And so it just made sense.
803s I think once they saw that
804s and they saw the passion and the vision of the team,
806s it's like we want to play these games just like Warframe Creative
809s because they want to play that type of game.
810s They wanted to make something and make it awesome.
812s And being in a fantasy world like it felt like substantially different.
816s So it was a completely new experience despite that.
819s So yeah, and when we say we use the term fantasy Warframe, obviously the game
824s moment to moment is nothing like it, but it's similar in that
829s there are some randomly generated dungeons that are instantiated.
832s We have static overworld, it is collection based and I think the
837s the thing we're really leaning
838s into through the partnership with them is understanding of what
841s players have appreciated about Warframe monetization
844s and in the way it's free, the way it's fair
847s of everything that is power related can be earned in the game.
851s Players have responded very well to that.
853s And so that's like if it ain't broke, don't fix that thing.
856s We have a lot of trust in them to lead us the right direction.
860s Yeah, well, I noticed like while playing in the open world too,
865s it seems like it's an evolving game
867s or even just the gameplay loops do change because I was just fighting some enemies.
872s A star essentially like landed on the ground
875s and it was a public event that I had to deal with.
878s There was another one that opened up a dungeon for me
880s that I had to go in and so
881s and I don't even truly know what this game is, but if you could
885s sum it up in just a few words, what would you kind of
888s want to put out to the world?
889s What is Wayfinder?
892s I think the way we usually describe it is that it's an online
895s character based action role playing
897s game for you and your friends, like old friends, new friends.
901s Like I mentioned before, we we of all played these type of games
904s and we're passionate about these type of games.
905s We played everything from Wow to EverQuest to Destiny two to Vindictive.
909s There's like so many games that the DNA is inside this game,
912s but it's really about adventure and it's about playing online with people
916s and it's tapping into airships
918s strengths, which are amazing characters in a beautiful world.
922s We have an awesome set of lore with it, with an awesome writer
925s that you might talk about a little bit later.
927s And we'll show some cool stuff too.
929s But it's really about just getting in there and feeling like you're progressing.
933s You get 5 minutes, you get 10 minutes of 15 minutes,
935s you can level up your character,
936s you can go on a hunt with friends, you can go collect a weapon,
939s you can explore something like you found and maybe find a public event.
942s So we're really making the game that we want to make that we know
944s a lot of players want to make.
945s And it will appeal to a lot of players
947s based on what the time that they have and and they want to make do it.
951s Now, you mentioned that Wayfinder is a character game.
954s There are multiple characters that you know, I've had a chance to play already.
958s Why did you make the decision to do a character based game?
962s Well, didn't start that way.
964s So let's talk a little bit of how we started it.
966s Early on, it was a little more traditional RPG ish where you had like a blank slate
972s and you could make the character you wanted Pick a class.
975s This is some old school art that's like the very,
977s very, very first this the. O.G.
981s and you know,
983s it was like Rogue Warrior and it felt a little generic.
987s So as we started to, like, infuse it with, like,
992s what would make it more exciting for us and, you know, upping the level,
995s it was a lot more grounded too, like it was
999s everyone was human and you were like in a little village
1001s and we started to just push it more and more.
1004s And having worked on
1007s Ruin. King
1010s It, we just had the idea, like, if you were, like,
1014s taking these characters that had predefined stories and histories
1020s as places in the world, relationships with each other,
1024s but they still fulfilled like different combat roles.
1029s It just it's a way more exciting starting point.
1031s And I think it leans on our expertise a little more,
1036s and it was just more exciting, to be honest, for the whole team.
1041s And as soon as we started to like, brainstorm what these characters could be,
1044s there was like no turning back.
1046s And of course, the flip side of that is giving players enough
1050s customization options that they can make their win grave.
1054s Different from my Wingrove and Irwin grave,
1057s both in like combat ability and but also like visuals.
1061s So you still get to scratch that itch of like, you know,
1064s having your version of the character.
1066s But it gives us another storytelling device to
1070s by having characters that,
1072s you know, have a place in the world and these relationships
1076s that we can touch on over time
1078s because we do plan on building this game for years to come.
1080s And you know, something we'll we'll talk about a little later, too, is exploring
1086s the story. Even outside of the game.
1087s We always wanted to make it feel like
1089s there's way, way more here than what you actually are
1092s seeing at any given moment in the game, whether it's explored
1096s through, you know, short stories or novels or animation.
1102s We do plan on like telling the story of this game world
1107s in a like every way that we can.
1109s So yeah, so and the one thing I want to jump into is like we've kind of
1113s talked a little bit about the game and now the characters as well.
1116s But like this world is fully
1117s fleshed out in terms of like it is a world that we want players to get lost in.
1121s And tell us a little bit about the actual the world itself.
1124s We talked about the gloom without saying the gloom.
1126s So set the stage for us in terms of what the game is and the backstory,
1129s what the player is doing.
1130s Yeah, so the world is called Avner and you exist in the city
1134s called Skylight, which has a beacon that's protected. It
1139s throughout
1140s this apocalyptic event called the Gloom.
1143s And the gloom is sort of like a mystical
1147s alien presence, for lack of a better word.
1150s There's a lot of mystery surrounding it.
1152s And actually, when you start the game,
1154s a lot of it is just figuring out
1155s what it is and what it's done to the rest of the world.
1159s But you meet a character called Omen pretty early on, and she
1164s brings your hero character back from the gloom.
1167s Using an echo and echoes are kind of like fragments
1171s of distorted reality that have been touched by the gloom.
1174s It gives us a really good story device to be able to
1179s randomly generate areas, for instance, or have multiple instances
1183s of the same character running around
1185s because it's kind of like our version of a multiverse where anything
1188s that the gloom has touched can be manipulated or brought back.
1193s Yeah, it is kind of like a multiverse engine in a way.
1196s The gloom, which is why some of these areas
1198s that we call the lost zones, those are fully lost to the gloom.
1201s So every time the Wayfinder uses the gloom dagger,
1203s which is the only thing that compares
1204s the veil of the gloom and only a wayfinder can wield it.
1207s Every time they slice through it,
1209s they're basically stepping through into some twisted
1212s version, some seed of reality, as it once was or may have been.
1215s And it's twisted by the gloom,
1217s and it's always anchored in the gloom by a thing called the gloom anchor
1221s and the way finders are just always sort of trying to go into the gloom
1223s and destroy these gloom anchors to try and kind of keep the gloom at bay.
1227s It's like this constant maintenance of it while also trying to
1231s find the creatures that you're hunting that ultimately control it.
1234s But that same energy that twists and bends lost zones is can be
1239s used to recreate like the lost heroes that were killed fighting the gloom.
1243s And that's what the way finders are.
1244s My sense is from a week ago, yours is from a month ago, but it's still her.
1249s She's got her personality, that showboating.
1252s And I mean, even the first time,
1254s I think that was the first character that I played in Austin.
1257s I was like, oh, it's a it's a gladiator.
1260s And then when you do the showboating and you start flexing on the enemies,
1263s I was like, Oh God, that's so much more spice.
1266s And I think that is the nice thing about the characters is they have that
1269s that personality to them.
1270s They are a character with, with pros and cons
1275s and some personality, and I think it does add to it a lot.
1278s And even one of the visuals that you showed us in Austin, it was like,
1282s Whoa, this is like a little animated little story, and I'm excited
1286s to see a lot of these things unfold and figure out
1290s who are these people, What is the gloom and how do we stop it right
1295s now with characters and customization?
1299s There are some visual things, but can you touch on
1302s How can I make my omen or my winged grave different from yours?
1307s One of the one of the biggest and I think most interesting matters
1310s that we have available is that every character when you unlock
1312s them, will start with their signature weapon that belongs to a weapon class.
1316s And the weapons definitely define a large part of the character's
1320s role in playstyle.
1321s For example, you can give almost any character in the game a sword and shield,
1325s and there are many steps towards being tanky, right?
1328s But initially each character only starts with the weapon class that their signature
1333s weapon belongs to.
1333s Unlocked, and that helps you understand the character's sort of their identity.
1338s It's what you'll see
1338s when we're talking about the character and lore or showing trailers.
1342s But players can work to unlock any weapon class on every character,
1346s And so that's probably the biggest and most visible difference from one win
1349s grave to another is that you may be standing in town.
1351s You've got
1352s traditional sword and shield with grave, and you see another guy who's got a rifle,
1356s and if he's got the rifle, he's probably got a rifle build,
1358s which means the creature echoes, which are a lot of elements
1361s that drop off creatures probably got an interesting roster of those.
1366s The way he's chosen to upgrade his abilities
1368s might better synergize with the rifle than it does with the sword and shield.
1372s And I think we're really keen to see how players, what they do creatively
1376s with the meta to slot characters into different roles
1379s based on the weapon that they have equipped.
1381s And I think that's probably the most
1383s significant functional way that players customize.
1386s And then there's tons of cosmetics
1387s just to look different dyes, different styles and different slots.
1391s So I really once we get into early access,
1394s I don't think any two scenarios or any two silos are going to.
1398s Look the same.
1399s It's interesting because you might have omen
1401s that looks like almost a spell caster and the meta might be greatsword
1406s omen slashing in there and just playing like a glass cannon type thing.
1411s And that is something that I'm definitely excited about.
1414s Now, I'm not sure if you'll tell me.
1416s I'm going to try to get some leaks for everyone here.
1419s You mentioned that there are some dungeon bosses
1423s and they may even have unique weapons, different
1426s from some of the starting weapons that have different abilities.
1429s How do these weapon abilities change the way a player might play?
1433s But I know you picked it up first.
1436s Did I? Yeah. I don't know. Yes.
1439s Rock, paper, scissors.
1440s Rock, paper, scissors. Yeah. It's about
1443s like Brian was saying before, too.
1444s When you're customizing character, you're really customizing how you play.
1447s And so it's important to note that we're not a lute driven game
1451s like, say, a Diablo,
1452s where it's like, Hey, you're getting 15 or 16 swords in a dungeon run, right?
1455s We want players to work towards creating that sword and then it's theirs
1459s and then they're upgrading and they have it for a long period of time
1461s and maybe it's good on one boss, or maybe it's good
1463s because it has a support ability.
1465s We have a sword and shield in the game
1466s that when you pop it's ability, each weapon has a unique ability.
1470s It gives a shield to you and everyone else around you, right?
1472s And then there's another sword and shield
1473s that when you throw it out, does the Captain America type bounties.
1475s So it's really about finding what you want, going after it
1479s and then upgrading that weapon for for a long period time?
1482s Yeah. Weapons have names. They're unlocked.
1484s And really once you're, let's say, your wing grave and you love to head to
1489s 200 stores or 200 axes, the reason you'd get a different two handed ax
1492s and they're similar to characters
1493s that they have a name, they level up, they have different ways
1496s that you can upgrade them, different stats.
1498s But the most significant difference between one two handed
1502s sword and another is the weapon ability that it comes with.
1505s So basically, every time you swap out
1506s a weapon, you're swapping out one ability button on that character.
1510s And so there's a lot that players can do to mix and match.
1514s Even if you love one weapon class, they're going to be different.
1516s You're going to have different weapons, just that you can have a different weapon
1518s ability in your arsenal based on, you know, if you're just running solo,
1522s you probably want a deeper stability.
1523s But if you're Wingrove and you're going into
1527s an epic
1527s hunt or an elite hunt where you have to be playing sort of roles
1531s and you need somebody that's keeping aggro and you need somebody
1534s that's going to heal and you need somebody that can burn things down.
1537s You'll probably pick one that's got a defensive ability.
1539s Can you leak one cool ability
1542s from a weapon, an official one.
1545s Leak?
1546s Um, well, I don't know, I, I just like whirlwind.
1550s There's going to be a badass whirlwind in the whirlwind. Okay.
1553s Yeah, I came to.
1555s Yeah, I know, but that was pretty much just.
1557s I'm trying to get as much info as I can because I'm excited now
1562s with that.
1563s I mean, I just mentioned bosses or dungeons.
1567s I mean, that's a whole other design concept too, that I wanted to touch on
1570s because creating the characters is one thing, but
1573s I was watching some trailers of a new I don't even know what to call it,
1577s Monstrosity running around hunting the players is big.
1580s And that thing right there, um, you know, I find it
1584s so interesting that you've come up with all these different enemies.
1588s Is that
1590s as fun as creating some of the characters?
1592s Is is it less fun? Is it is it more difficult?
1595s And what are your thoughts on creating some of these?
1597s Feel like you like drawing monsters more than characters, even.
1599s Yeah, I mean, I love creatures we have.
1603s It's some of the most fun meetings we have is like running through,
1608s you know, like the The Creature Review Weekly,
1611s where they just have finally implemented
1614s creature and like getting its behaviors working and stuff.
1618s It also has some of the funniest like A.I.
1620s breakdowns too, and they just behave sporadically.
1624s But yeah, we have a lot of creatures in this game like you'll be shocked.
1629s We're always because we have like a, like an archive of creatures
1633s that are still waiting to get, like, rigged and animated and get their A.I.
1636s and everything.
1637s So I think you'll be pleased with the number of even bosses.
1642s We have many bosses, We have elites.
1644s We have one target target.
1647s It was just the other day like there was a conversation Slack
1649s or someone posted something and it was like
1651s supposed to be like the little trash mobs.
1652s And maybe if you or someone else, you're like, No, that was awesome.
1655s It should be just like this big, hulking boss.
1656s It's like,
1657s it's fun to see how organically these characters
1659s just kind of grow and grow and then change and then become members.
1661s Literally.
1661s They just get bigger and bigger in scale.
1664s That guy.
1665s Everybody at the studio loves
1666s hearing Joe's feedback, which usually starts with scale it up.
1669s Yeah, make it bigger. Like, why is it so small?
1672s That's good though, because, I mean, sometimes if you're fighting
1674s the same enemy, type over and over again, it does get dull.
1677s I saw some slimes.
1678s I haven't got to fight this big battle yet, but I'm definitely excited for that.
1682s And with the dungeons,
1685s I think you kind of mentioned earlier, are the procedurally generated, are they
1689s are they like standardized and it is the same dungeon every time.
1693s How does that stuff work?
1694s So they're randomly generated using hand-built tiles.
1697s So it's not procedural.
1698s That is, the tiles
1699s have handcrafted elements within them and then they are randomly generated
1702s and then using Inhumans on the dagger to create mutated mutations
1706s can have a big effect on the way each of them plays.
1710s And you can use mutations
1711s to summon specific things into a dungeon, maybe change the size,
1714s change the effects, but ultimately the big thing you're changing is the
1718s the loot, the things you're on the chase for,
1720s because you can craft every character, you can craft every weapon,
1723s you can craft accessories.
1725s Sometimes you just need
1725s resources to combine things and to do those to get the best versions
1729s of all those, you're going to have to not just go on dungeon runs, lost on runs,
1733s but take the time to craft the mutations that will specifically target something.
1737s And sometimes there are things
1738s that may appear on their own randomly and like we have a loot goblin
1741s and he appears whatever percent chance, small percentage chance
1745s or you can create a specific type of mutation
1749s that will guarantee that he's in the run along with some other effects,
1752s but you can guarantee that he'll be there.
1753s So if there's something that, you know, he drops that you need to craft
1756s a particular weapon, you can kind of target.
1758s You can set that goal for yourself and targeted by by crafting a new day.
1761s Or some of them you'll do
1762s just because it's fun and it ups the, you know, occurrence of that you might get
1766s or a particular snipe, a particular type of like universal crafting ingredient.
1771s But I think that's ultimately where when we say control the chaos, that's
1773s what it's about is using mutation on on dungeon runs, but also bosses,
1778s because you can apply those
1779s same mutations to bosses and sometimes they have a minimal effect.
1782s But every now and then there's a very special type of mutated
1786s that gets applied to a boss that completely changes the boss's mechanics.
1789s And those are their secret until it ends up on the internet,
1792s and then everyone will know what the recipes are.
1794s But those are some kind of epic ways that you taters
1797s can vastly affect the experience.
1800s Through different movesets and attacks and everything.
1803s Yes, often different phases.
1804s It'll give them a different ability, give them different behaviors,
1807s and you'll know because the name will be different.
1809s Something about the visual might be a little different.
1810s At its core, it's that same. It's the same boss.
1813s Like the King's Line becomes the royal slime and got a little crown on.
1816s And everything about him is very different.
1819s But yeah, those are
1820s those are some of the ways that we think mutations are going to make controlling
1823s aspects of the game really fun for players and different because randomly generated
1827s isn't really interesting anymore and it's, you know, at its core
1830s you have to do something interesting with it
1831s and the mutations are how we're doing that.
1834s It's actually very interesting because there might be,
1836s you know, the king slime boss that I get crushed is danger, but
1839s I can go in his omen and have a great time and playing with the different weapon
1843s types as well.
1844s It sounds like there's a lot of the player agency
1847s and they can play how they want and combat these challenges how they want.
1852s And you know, even with those daggers being able to build for defenses
1856s or for for more damage or whatever it is, I like the idea of that.
1860s So that's great.
1863s Now, with the, uh, okay with the characters.
1867s So I mean, I know of five currently.
1870s Would there be more characters that get added to the game over time? Yep.
1875s We plan on doing seasons, which right now are about three months apart
1880s and we're going to introduce a new way finder each season
1884s and they'll have their own signature weapon and, you know, their own abilities
1888s and backstory and stuff.
1889s And each one is going to be accompanied by a really cool, like launch trailer
1896s sizzle trailer that we really wanted it to be more like a vignette
1901s and like an actual story that that adds to the world
1905s and to the characters, not just like a marketing thing,
1909s but an actual side story which will accumulate over time and
1913s help build out the world.
1915s And I think, are we going to show one of those?
1917s I think we are, but I think it's a little bit later on.
1919s Down, all of it right now.
1921s We could do it right now, I guess.
1923s Yeah, Well, don't go anywhere. It's cool.
1926s It's the first time we're showing it.
1928s It's going to introduce the new character that's like the worst kept secret ever.
1931s And we've already showed her, and people have spotted her in screenshots.
1935s I think in Austin I was like, That character is not in game.
1939s Is that. All right? We pretend like we did it on purpose.
1941s Well, we'll.
1941s We'll talk. About that before we go to her.
1943s We'll talk about creating that because we have that video first and then
1946s we can go to
1948s see do we have that video that we can throw up there?
1950s The character.
1952s There? Yeah.
1953s So sometimes it starts this loose.
1956s It's like
1957s you're just thinking, I do that one.
1960s It'd be really cool if we had this, like, Gladiator and maybe she, like,
1965s has some PTSD where she, like, still is
1967s like in her mind, like in the arena fighting her enemies.
1971s Then it like, amps her up to like, you know, hear the chair of the crowd.
1977s And so that's where that like a lot of that like fist pumping and like
1981s she's almost like like a a wrestler, like a WWE wrestler.
1985s And so we started playing with that idea like, is that even doable?
1990s Is that something we're going to pull off?
1991s You know, we got the rose petals falling down, I think, you know,
1993s and you can actually hear like the crowd cheering
1997s and it like powers up her abilities
1999s and then you just do a bunch of drawings.
2002s Our concept is amazing.
2004s It takes a lot of iteration.
2006s You'd be shocked.
2007s And then once we finally have a direction we like, it moves to 3D.
2011s Even then, once you see things in 3D, sometimes
2014s it just doesn't work like it did on paper.
2019s And so we always, you know, do passes to refine that.
2022s And then of course it gets rigged and animated.
2026s And even that like is, you know,
2029s every step of the way, we're trying to add to the character
2031s and to their attitude and everything.
2032s And so and make them feel unique as much as we can.
2036s I think we eventually want even like, different.
2040s We we want them to move different.
2042s We want them to feel different in every way.
2044s Obviously, like early on, there's a lot of sharing going on,
2047s but we're doing our best there.
2049s There's that when this I remember when this rendering of Sanja
2053s hit and we shared it around the studio, we were like, Oh my God,
2056s everyone's going to this is going to be everyone's favorite character.
2060s But every time we add a new character, that becomes people's favorite character.
2063s So hopefully that continues because we want
2066s we want people to have healthy arguments about who is the coolest
2070s and hopefully we'll have dozens of characters and the game will go on and on.
2073s Yeah, the first time I played with her
2075s I actually gave quite a bit of feedback because I liked the showboating.
2079s I wanted to taunt them, but it wasn't strong enough.
2082s And in the recent build that I played, you guys definitely tuned it in
2087s and it's almost cool because you have a ton of ability
2090s and instead of just pressing it, you can literally showboat
2093s and flex on the enemies
2095s and they're attacking you
2096s and you're gaining more bonuses and you're buffing your team
2099s because you're stuck in that animation and taunting them even longer.
2102s And it really does play to that character.
2105s And I think you guys definitely nailed the feel of that one.
2108s So far.
2110s Yeah, I think
2110s the the other thing is obviously Joe's talking about how the characters start
2114s and then we look at them and they get refined
2116s and they get made and then they become people's papers in the office.
2118s And then the next step is that we have to cast them, right?
2121s Like our characters have voices. We want to tell their stories.
2124s As Joe was saying, inside the game, outside the game,
2126s through trailers, through comics, through other means.
2129s So that's kind of the next phase.
2131s And so we do have voice activated characters all the way.
2134s Finders of voice acted.
2136s We want to show what that kind of looks like
2138s in terms of when you're starting the game.
2139s You get to pick a character that that has a set history and has a set background.
2144s We're going to play that in a second, but you'll probably recognize the voice
2147s and then we'll discuss the voice talent just a little bit.
2151s You'll know we're going to watch it.
2153s It's coming up.
2154s I think.
2157s Oop, Well, there you go.
2159s Yeah.
2161s Um, we play the there.
2164s I remember.
2166s I am Hollis Wingrove, who was a warrior,
2171s an imperial uncle charge to carry the light of the Arctic.
2174s Into the darkest places and to vanquish
2177s the forces of evil.
2182s How much time has passed?
2184s It's all fake.
2187s I remember countless enemies, cultists,
2191s monsters. Now
2197s it seems that the empire has been swallowed up by this darkness
2201s that the architects themselves may have fought.
2205s But their light lives on in me.
2208s And I will fight to protect.
2210s Those who've survived.
2215s Mm hmm. Who was it?
2218s No one announced.
2220s Yeah, that was So.
2221s That was JP Blunk, who we've actually worked with in the past.
2226s He's in our
2228s van vendor
2230s and usually like, we'll put out a casting call and everything, but like,
2235s we knew that when Grave was coming up and like,
2237s I was literally watching Arcane and I'm like, I want TV to do it.
2241s And he was like, all on board.
2243s He's also Brumm from League of Legends, So we've worked with him a couple of times
2247s and he's just the coolest guy ever, so we're super excited to have him on board.
2252s A good voice can bring a character to life. I love his voice.
2255s He can literally say anything and you're just like, Oh, read me a story.
2259s Yeah, yeah.
2260s We'll have the full cast for the characters up on the website.
2262s We had it up here really quick, but it's a great cast.
2266s Will be telling their stories inside the game now.
2268s We're really excited that when you're a character that might be familiar
2270s with the location of the game, you'll hear them
2271s talk about it, be like, Hey, I remember this, or I fought a war here.
2274s Like we want to tell those stories through those characters
2276s because that's what makes them memorable and that's what makes them powerful.
2279s Will there be some of those kind of color commentary
2282s things that they throw in while exploring and doing Done? Yes.
2285s Oh, exciting. Yep.
2288s Now who's that behind us?
2289s And I said, I'm just sitting here looking at that and I'm.
2291s Like, I don't know. Joe is like, Oh, we should talk about this cast.
2294s So people have noticed then, like sneaking around in the background.
2297s And she actually was even in Skylight as an NPC for a while
2302s just to like get her in the game.
2303s And we, I think we forgot to like, remove her when we started showing.
2307s But yeah, she's the venomous
2310s and a.k.a then her friends call her.
2314s She doesn't have a lot of friends but yeah.
2317s And so she her place is all about I.
2320s Got a better idea instead of you explaining
2322s why don't we play them a little bit of a video that way. Yeah.
2324s Let's do that.
2325s Yeah.
2325s So as we said, we're interested in telling the stories inside the game it out.
2329s This is an example
2330s just a little bit of a teaser of one of those animals
2333s that we've been putting together
2334s that will be a short on YouTube when the character is out.
2337s So let's roll that sweet.
2345s Shot of the
2347s child growl.
2348s Pass us color
2352s puff.
2352s The Shadow nation must be here.
2354s Beast Push his harness the most dangerous magic on the planet.
2358s I'd be celebrating too, then for the drinks talks we're taking it
2362s home to the maze.
2364s There is an out entrance out of this probably unreachable.
2370s I figured that up.
2374s You're joking, right?
2391s What the hell. Happened?
2393s Yeah.
2400s Look at the burn marks.
2404s Elden Blades.
2405s Oh, no, she's here.
2408s Let's say hello.
2410s Fang White.
2446s As that.
2447s The fight is so good.
2449s I wish. You wanted to cut that earlier.
2451s On. I actually wanted to show the fight scene another day detail, but it's okay.
2454s We'll save it for later.
2455s Now I have more questions.
2457s How do I get them?
2458s How do I get those daggers?
2460s Guess how strong are they're in their optimal.
2462s The one one cool thing about this one is that it does introduce a new character,
2466s but it also
2468s shed some light on this.
2470s Who's one of the starter characters that actually and so you learn a little
2474s about the brand and like the backstory that connects these two characters.
2478s Specifically,
2481s I not to spoil the ending,
2482s but they both take part in like a mission that goes horribly wrong.
2488s And so they're sort of bound by that secret.
2491s Nobody else survived it.
2493s And so they have a lot of conflict,
2496s but also a lot of like
2499s almost I wouldn't call them friends, but I think that
2503s when you have like something traumatic
2504s like that in your like shared past, then it kind of binds you together.
2508s So these these are the kind of stories I hope that we can do
2512s as many of as possible as the game hopefully blows up.
2516s And we just have all the support and resources.
2517s And the opportunity to do something like this is a big reason that we decided to go
2522s character based.
2522s You know, just to reiterate that, because I know it's
2524s you know, people have strong feelings about that when they're playing a game
2527s that, you know, pushes into MMO territory.
2531s But we felt like it was a really unique opportunity for us
2534s and give more meaning to because a lot of times you'll see
2537s in a game like this stories being told about NPCs,
2540s these are these, these standing giving you questions.
2542s Another thing entirely to see those stories,
2544s know those characters and then get to play them,
2546s which certainly is a lot of, you know, inspiration.
2548s We talk having gotten so close to the league.
2551s IP With with a scene like that, do you think that that would be,
2555s you know, at the end of a quest type thing to give more information on the lure
2560s or do you plan on interjecting these bits of lore into the world?
2565s So this I mean, stuff on this level really will exist outside of the game,
2570s but it'll be referenced in game by like the characters interactions and dialog.
2576s QUEST NPC is my talk about it.
2579s We have a discovery system. When you
2583s find certain things in the world, whether it's a location or a character
2587s or whatever, it'll sometimes trigger like a memory from that character.
2592s And we want to do as many like
2595s cutscenes and motion graphics and stuff as we can.
2597s Sometimes it'll be like journal entries, but we will touch on all this stuff
2603s in some way or many ways, depending on on what it is.
2607s But obviously these like big budget cuts, things
2611s are take a very long time to make and and are quite expensive.
2615s So it's really going to be like an outside of the game thing for now.
2621s Yeah.
2621s And like this one here and ones like it that we're going to be doing will
2625s generally introduce a new season which is what she's doing cause
2628s this is our first, which will be early access season one.
2631s So is Venom is going to be with season one or is she going to be
2635s at the launch of the game?
2636s Yeah.
2636s So season one for us will be early access.
2640s When we say season, as you just said, we're all clear.
2642s That's how we're we're telling stories.
2643s It'll be themed around specific characters with cosmetics and events
2647s and other things.
2647s So the first one we're calling Gloom Blue Gloom break
2650s and we'll be around venomous and kind of that that style motif.
2654s So one of the ways that we are going to be introducing characters with the season
2659s is one of the things we want to announce today is our battle pass system.
2662s So our battle pass is unique for a couple of different ways,
2664s and one is that that premium battle pass does come with the character.
2668s We don't want players to have to choose.
2669s Besides buying that battle pass or buying the character, you get all that content
2673s and then there's a battle pass with tier as well
2675s that gives you a jumpstart towards that character.
2677s It's also really important to us that they feel value from that battle pass
2681s and so they don't expire.
2682s You can pick and choose when you have one active,
2684s you're constantly working towards it, but we really are excited for players
2688s to have their battle passes and be able to work towards it at their own pace.
2692s Everyone, everyone hates the idea of having time
2694s content that they might lose out on this or might not get to that.
2697s So we're not we're not going down that route.
2700s So yeah, Venomous will be our very first season
2703s essentially in our first characters will also have a signature weapon
2707s and that'll be for early access when it hits sometime in May.
2709s And a common question we get about seasons two.
2711s We've gotten even
2712s just to pack since we've been here is, you know what happens to that content
2716s when you move from season one to season two?
2718s Like, But what we're doing with each season
2720s really is expanding the story and that content stays.
2723s So there's the battle pass, which lives forever.
2725s For anybody who bought it during the season.
2726s But the actual stories that are being told, if we introduce
2729s a new lost zone or we inject new gameplay into existing lost zones,
2733s here's the here's our battle pass.
2734s Yeah, that'll still be there for for players. Yeah.
2736s And also we want the players to have the choice.
2738s So it's kind of almost like a mini board game.
2740s It looks awesome.
2741s Shout out to our UI team for
2742s doing such a great job with it, but there is a path that you can follow,
2745s but you can pick and choose your awards on that path.
2747s And like Ryan just said, that they just don't expire.
2749s So you able to work towards that your own right?
2751s Yeah our goal with this when we thought about okay
2754s most games that are a service like ours have a battle pass
2757s players are going to probably expect that but what can we do
2760s to make it a little different and how can we really make it
2762s closer to the heart of what Wayfinder is, which is adventure?
2766s And so we came up with this concept of making it like exploring a dungeon.
2770s So as you play through the season, rather than leveling up your battle
2773s pass job, you will earn keys and each key will unlock one of these nodes.
2777s And players
2778s basically work their way down these paths to unlock the unlock the rewards.
2782s And what's cool about it
2783s too, is there's an adventure elements where you may discover
2786s a switch that you can flip that's next to one of the nodes
2789s you unlock that will drop a gate
2790s and let you progress a new direction or maybe even reveal a secret.
2793s Or this is a platform for gameplay that we want to introduce.
2798s It's a very simple that we still want the battle pass to be lightweight,
2802s but it's going to be a fun new way.
2803s We hope for players to interact with something
2805s that they've traditionally seen is just like unlocking rewards linearly.
2809s This is a new way to interact with them
2810s and make it more, make it more fun and make it feel like
2812s it's actually a part of the game and not something I slept on.
2816s And you know, you're already talking about season one.
2818s Season two.
2819s It seems like, you know, this is games as a service you're planning
2822s on, on taking care of this game long term and with digital extremes as a partner.
2827s I mean, we've seen in the past with Warframe and things like that,
2831s what why did you choose games as a service or why
2835s why is this the the kind of optimal way to tell this story, do you think.
2841s When we when we started working on the game,
2843s we didn't necessarily really Well, let's go back to the pitch.
2845s The pitch for the game wasn't necessarily a game as a service or a premium title.
2849s We knew that there was game play we wanted.
2852s We knew we wanted it to be a world that would grow over time
2855s and we knew what sorts of experiences we wanted the player to have.
2858s And when we put this idea in front of digital extremes
2861s because we showed it to to a lot of people,
2863s we put this idea in front of digital extremes.
2865s They said, Have you considered this as a service based title?
2868s And we weren't necessarily for or against it,
2870s but we really thought about it because we didn't
2872s want to substantially change the game or create something
2875s that was a bad fit just to try and tick some game as a service boxes.
2879s It really, we believed, was probably the best chance for this game to grow
2884s and grow slowly as a business or rapidly see how players like it,
2888s but to live kind of forever.
2890s That service based model really works well for that.
2893s It ended up facilitating a lot of the goals we had for what
2896s this game would be in one season, one year, five years.
2900s So we were kind of excited about it actually.
2903s So that means that there's going to be dungeons
2905s and other things to do five years from now.
2907s That's the game plan. You still better be.
2910s Yeah, we're currently looking at
2912s we're looking at about three months when we do a season,
2914s so that would be a brand new character, the new weapon, new events, new questions,
2917s new things that we can enter into the game every other season.
2919s We're looking to do larger
2921s scale content as well, terms of like open world areas or dungeons.
2925s And so we'll just keep leapfrogging that and the game that'll be in a year
2929s or two years from now won't be the same as when we had early access.
2931s But that's that is the service model and we're really relying on our players
2935s that are playing now in beta
2936s as well as those that'll be taking part in early access to
2938s to help us shape it because we're listening and
2940s we're making the game that we want to make and that they want to make too.
2944s Well then how much would I have to pay to play this when it fully launches?
2949s I don't have an answer for that right now.
2951s Well, isn't it the answer that you can actually do some of this stuff.
2954s Free to play?
2954s That's true.
2955s So it will be a free to play game when we fully launch later on this year.
2958s Yeah, a couple big caveats with that.
2960s The elephant in the room that I'll kick out of the room right now,
2962s we don't have any loot boxes.
2963s There's no gotcha systems inside the game.
2966s The content I think that somebody mentioned before might've been writer Joe
2969s is that the characters, the weapons, all this stuff discernible.
2971s If you want to play through the content and you want to really firm up your
2974s your venomous when when that time comes you're able to do so
2978s and so we think that that's a fair way to approach content and we want to respect
2981s players times as well as their wallets.
2983s So that's one of the great things that digital Extremes
2985s has really helped us understand and and shape the game in that model.
2989s And we've got great feedback about it so far.
2991s That's amazing. But what if you wanted to play sooner?
2994s Are there any options for that? Yes.
2996s So we will be offering founders packs.
2998s We get asked that a lot, probably because Warframe was so successful and so of
3002s the founders packs live in infamy now because you can see some of that
3005s Excalibur prime that you can never get anywhere else.
3007s So we'll have some. Yeah, right.
3008s Next one, people. All right. Fun story time people.
3011s When we did that announce video
3012s thought that we staged that and then it was totally fake.
3015s And that wasn't actually your Warframe account.
3017s And that was actually. Was my that was my steam.
3019s That was my hairy knuckles.
3020s That was my yard ago.
3022s We did not log in to some magical dev account.
3024s So that is true.
3025s So yeah, we will have awesome stuff on that Founders pack.
3028s We'll be announcing it a little bit later.
3029s There'll be multiple tiers and that will be upgradable as well.
3032s But we'll go into details of those and a little bit later time.
3034s But we the whole point of that early access
3037s will be to build alongside of us and that's what we want people to do.
3040s Right.
3040s And we've really done that. We've already been
3042s there's a lot of changes that we've done to the game already.
3044s Jared You spoiled the the air.
3047s Yeah, the air dash.
3048s We've done things like adjust matchmaking, have a helper queue,
3051s allow you to move around the scale a little bit differently, loot,
3054s adjustments, character like all that stuff is constantly changing.
3056s And back to your question about like, Hey,
3058s why I guess game like that's why I guess game, right?
3060s Like you can constantly improving constantly
3062s make what the players want and make it with them.
3065s You know I mean we we gave a lot of feedback in Austin
3068s I don't know how many there were like seven or eight of us that were there.
3071s Nine and there's nine, nine and two.
3074s Drones, which is pretty.
3075s Nice, is pretty awesome.
3078s Are there any notable ones from our time in September
3081s where you're like, We got to fix that or we're going to change that?
3084s I mean, it has to be silo, It has to be the gun I love with the gun.
3087s I mean of the way.
3089s Yeah, the rifle.
3090s Yeah, the rifle are what called it a musket.
3094s The must get it must be like what the hell?
3095s It's a rifle.
3097s Yeah.
3097s I mean people played it and we had some people that play games
3101s like Destiny and Invention and
3104s basically we had graders there that play these type of games
3107s and especially a couple of people that are really into the gunplay
3109s and saw the gun and they're like, Oh, I want to play this.
3111s And the overwhelming feedback was, It sucks.
3113s And we're like, okay, well, why does it suck? Let's break it down.
3115s That's why you guys are here.
3116s Tulsa sucks.
3118s And so we made a lot of adjustments, both with the active reload,
3121s which is inside the game, making it feel a little bit better.
3123s The magnetism.
3124s We added a bunch of settings that you get a job.
3126s Yeah, I think.
3127s That was the thing that I sat and I was like, It's got to be stickier.
3130s You got to be a little bit. Yeah.
3132s Even today when I played it, I noticed Ninja,
3135s you know, it was a very control ball and it's like, I want to hit that guy.
3138s I'm going to hit him.
3139s And the gun was a big one.
3141s But there were,
3141s there was
3142s a mountain of just small detailed feedback like where certain frame, you know,
3146s how think, how it felt to dodge where the eye frames were like
3149s but what it felt to turn like the windows that would allow you
3152s to interrupt your animations to turn while attacking and.
3155s Then just showboating too, is another one that you used to just take a beat
3158s when you were like, you know, trying to like showboat, like enemies would hit you.
3163s And it didn't really feel good.
3164s It felt another one was just difficulty in general.
3166s I think like we obviously wanting
3168s to make a game that's accessible for people
3169s to play and jump in and you don't want them to get frustrated.
3172s But the overwhelming feedback from both the Creator summit that we had
3174s and even when we were in our first technical test
3176s was like, Hey, this is a little too, too easy.
3177s We want a challenge. I'm like, okay, you guys want to die? Yeah.
3179s We were so relieved that you guys were enjoying it though.
3182s Like we were just nervously watching and we could hear laughter and really,
3186s I think they like it. Well, I played.
3189s I played this spider dungeon with my brother,
3192s but if I wanted to do that
3193s solo, is there a full solo experience with Wayfinder?
3197s Almost.
3198s I mean, we want the majority of the game to be so livable,
3201s even though you're always online, and especially if you're in our Overland's
3203s or in Skylight, you're to see other people
3205s and we call that like, you know, alone in the crowd.
3207s So we always want you to feel like there are people there.
3210s You don't have to interact with them.
3211s You can keep it at arm's length.
3213s Really, the only exception to that will be occasionally
3216s if you're talking, which is the main story quests, so to speak.
3218s Some of the bosses, some of the really difficult hunts will
3221s will ask you to get together with a group to be able to to take them down,
3225s but matchmaking makes that easy and otherwise.
3229s Yeah, we want it to be a very solo friendly game.
3231s If you go into a lost time with friends, it'll change it up a little bit
3234s and maybe make it a little easier in some cases more difficult.
3237s But yes, it is definitely a solo solo friendly the game.
3240s Guess what?
3241s Those Harder Boss fights came out of that that summit as.
3244s Well as they did.
3245s I wanted like a dedicated hard mode
3246s that was like, Hey, you have to have a group of people.
3248s Specifically distinguishing a type of hunt that required a group from one.
3253s Actually,
3253s when you guys played it, a lot of you thought it was too easy in a lot of cases.
3257s So we just said that. Yeah.
3258s But then they said, Oh yeah, and they loaded into that
3262s ranking of that orange or a knight like that big a crusader.
3266s Yeah, there. Was a crusader and we just got dumped on.
3268s So I mean I think there's obviously some balancing that needs
3272s to be figured out along the way, but it's been cool to watch this evolve
3275s and I just want to get the like that's that's where I'm.
3278s That. There's a lot to collect.
3281s Yeah.
3281s Did you have an official number on how many weapons are in game right now?
3286s No, I don't know a lot.
3287s I have no before weapon classes and quite a few weapons within each class,
3291s I would guess.
3292s Probably in that.
3293s 16, 20, somewhere in there.
3294s Hopefully Steve was. Here. Only Steve was here.
3296s Being the numbers guy.
3297s So even though immediately Steve's a game director, each. Weapon does have.
3300s Steve's yelling at right now.
3301s So it got him.
3302s And there's not a lot of stealth making a new visual like it does like
3306s have gameplay.
3307s And it's almost like its own little character, right? Yeah, exactly.
3310s And you kind of mentioned that with that Crusader, that weapon
3314s could be kind of a game changer for your class. And,
3318s you know, I can probably can't spoil everything, but it was pretty cool to see.
3322s Now I have a question for you.
3324s If people wanted to play Wayfinder,
3327s what is the best way they can do that in the near future?
3330s So we will have another beta event in April.
3333s So sign up now and play way
3335s dot com or you can visit Steam directly and opt into it.
3338s And then we will be having early access in May on PlayStation
3342s four, PlayStation five PC, and then we'll add additional consoles
3346s towards the end of the year.
3347s But jump in to the beta event and build it alongside of us.
3352s Yeah, like I said on console and PC cross playing cross theme,
3355s I think we said that, but that's also important to know.
3356s We want you all to play with all your friends.
3358s So it's a game to play with friends.
3360s And your involvement leads to a better game because these guys listen.
3364s Well.
3365s Thank you. We try things.
3366s And we want it.
3367s We want the feedback, good and bad.
3370s Well, thank you so much for having us today at the Pax panel.
3373s I'm M Tash. Yeah. Thank you guys.
3377s Really play way by.
3378s Having you guys out. There.
3379s Thank you.
3380s Shout out to all our discord and all of our fans
3382s that are watching around the world as well.
3383s So thank you, guys.
3384s Cool.
3385s Right on. Oh.