Sean Chiplock Talks: Eternal Return Voice Acting


Interview #2 of 2.

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Minh Ton Talks: Eternal Return Voice Acting


Interview #1 of 2.

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Reality MagiQ Talks: Dysterra Q&A


Upcoming survival sandbox game.

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Silvy Talks: On The Quality Of Ewin Gaming Chairs


Filling in time.

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Jagex Talks: I Learned About Archaeology


Mod Osborne talks about the new skill.

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Nexon Talks: The Story of MapleStory


This week I got the opportunity to chat with a couple of the folks behind MapleStory, a game that you may have seen a fair amount of coverage here in recent months. Yes, this game that launched in 2003 is still going very strong, with major content updates coming out on a rather impressive schedule.

You see, every time I talk about MapleStory there are some questions that I see revolving the content that I’m talking about and often times I don’t exactly have an answer. Who is the Black Mage, what are these theme dungeons, what’s the deal with the Reboot server, etc. So we brought Nexon on board, and they were happy to provide two of their own to give us some answers; Nam Jun (NJ), Global MapleStory Lead Game Designer, as well as Young Mi (YM), Global MapleStory Leader of Planning and Designing.

 

Us: What is the current state of the MapleStory story for those that may not have kept up with the game in recent times?

Nam Jun: Going back to the story from last winter in 2018, Black Mage, the character that reigned as the “final boss” for a long time in MapleStory, was defeated. Black Mage had planned to destroy Maple World, and to create a new world without transcendents. Empress Cygnus of Maple World formed an alliance in order to fight against his great power, and triumphed after a hard fight in Tenebris, located at the end of the Arcane River.

After Maple World found peace again, we then presented players with ‘Pathfinder’ as the next storyline, which included a new Explorer Bowman class captivated by ancient artifacts.

Us: How do theme dungeons factor into the overall plot of MapleStory?

NJ: In theme dungeons, we sometimes include hints or characters that may relate to the future plot, or provide players with a glimpse of different events that take place in various parts of Maple World that may not necessarily tie to the main plot. When players play through the theme dungeons, on top of each job’s story quests, they’ll be able to enjoy the added fun that comes with understanding MapleStory’s supplemental plot.

Us: How many total classes are there right now?

NJ: There are a total of 45 classes at the moment.

Us: Can you explain what the idea is behind having temporary characters like the Beast Tamer and Pink Bean? Why not make them permanent?

NJ: Because MapleStory has 45 different jobs, we’ve been servicing some jobs to only be available to be created or played during a certain period. For example, Pink Bean, one of the most beloved boss characters in Maple World, was specially made available as a playable character for a limited time, so players can experience something new.

Us: Are there any functional differences between named hero classes and explorer classes?

Young Mi: Heroes refer to the five heroes who have sealed the Black Mage, and therefore praised most highly in Maple World.

Explorers are new heroes that appeared in Maple World after the heroes who sealed the Black Mage have disappeared, and they try to protect the peace in Maple World.

Regarding the functional differences, we do try and make a general distinction by giving each job a unique story, theme, function (combat method), and etc. So we’d like players to experience those differences and enjoy them in various ways.

Us: Has the Pathfinder class been positively received?

NJ: Yes! Pathfinder drew attention as the first Explorer Bowman Class character to be released in a while. We also received feedback that she was enjoyable to play with given her exceptional hunting abilities–dealing high amount of damage and displaying excellent secondary skill functions—and her superior abilities when it comes to bossing.

Us: Do the burning character events bring back a high number of people who may not have played in a while?

NJ: Absolutely! We heard a number of people saying they returned to the game after hearing the news that a Tera Burning Event (benefits until Lv. 200) and a Burning Event (benefits until Lv. 150) will take place back-to-back this summer.

Players will be able to level up their character quickly with the burning event providing various equipment, items, and the perk of 1+2 leveling. So a lot of new and returning players, and of course the existing players who are leveling up various characters for link skills and Legion bonuses, usually take advantage of this event.

Us: What are the tradeoffs of the reboot server for people who might be looking to come back to MapleStory?

NJ: Reboot server is a special server where trade between other characters is limited, and obtained meso rate is 6 times as high and EXP obtained is 2.5 times than that of a regular server. Because trade is limited, more time and effort may be needed than in regular servers in the beginning stages of growing the character to obtain equipment items.

However, players can benefit from the feeling of achievement by leveling up their character, and earning equipment items on their own.

Us: What is next on the plate for MapleStory?

YM: Right around the corner, we plan on proceeding with the world merge that a lot of people have been looking forward to. We also have various new events and contents in the works. 

We know players will be most curious about the story after the battle with Black Mage. An entirely new story is planned to unfold, beginning with the story of Explorers standing up against a newly approaching danger. We hope that you look forward to it as the story continues.

I’d like to thank Nexon for getting us this Q&A session, as well as both Nam Jun and Young Mi for taking time out of their busy schedules to answer them.

MindArk Talks: Entropia Universe 16th Anniversary


Those of you who keep tabs on the industry will remember that Entropia Universe turns 16 this year, meaning that not only can the game now drive in most states, but it retains its discount card along with the other long-lasting MMOs. As it goes, I had to know what their secret was. Thankfully MindArk was kind enough to let me chat with their CEO Henrik Nel to answer my numerous questions.

The full interview is below, and once you are finished I highly recommend checking out Entropia Universe for free.

MMO Fallout: Entropia Universe launched in 2003, which in the gaming industry is basically three lifetimes ago. What is the secret formula that has kept the game running so long?

Henrik Nel: If we told you it wouldn’t be a secret would it? We are very proud about our real cash economy. Having the game being built around it has created something truly unique which can’t be found anywhere else in the gaming industry. We have achieved a level of trust after 16 years where players can feel confident about their investments being secure and treated with bank level security. It also helps that our community is very mature, entrepreneurial and newcomer friendly.

M: Being free to play, Entropia lacks a barrier to entry. Does Entropia still see a lot of new people peeking their heads in?

H: Yes, we do have a constant stream of players eager to check out the game. Even though some our players started over a decade ago, it is still very possible to start from nothing and
play with them on an even field with some cunning strategies quickly.

M: It seems like growing technology is the biggest threat to older MMOs; with some titles shutting down simply because they have hit their ceiling with new operating systems/hardware. Have you had any major technical hurdles to cross with Entropia now being old enough to get its learner’s permit?

H: In 2009 we made the change from Gamebryo game engine to Cryengine 2. With that change, we had to re-develop a lot of our systems to adapt with the new game engine. As many of the developers are still around from that time, we still possess the knowledge from that transition which will make another upgrade much smoother. We do actually have a graphical improvement just around the corner which utilizes Cryengine, but unfortunately I can’t go into detail about it just yet.

M: How would you most succinctly describe Entropia’s real money economy to someone who only knows it as “that real money MMO”?

H: In Entropia Universe everything has a real-life value since all items has a PED value. PED is our in-game currency which is exchangeable with USD at a 10:1 ratio, so if you loot an item
worth 1000 PED it is worth $100 in the real-world. Your avatar skills can also contain a PED value so everything from your weapon to your acquired skills is worth real USD. Just like in the real world, the actions you make inside Entropia Universe have a real economical consequence.

M: Similarly, I think that for a lot of outsiders, their major experience with Entropia is through these record-breaking land deals. Can you give a brief detail on how land ownership works and how people end up spending tens of thousands of dollars investing in virtual property?

H: Sure, a good example would be the Crystal Palace Space Station which was originally sold in 2009. The player who purchased it at the time got access to four different domes filled with unique creatures only found there. These creatures offer users in Entropia the possibility to loot rare and unique items and in exchange the land owner receives a small tax from the users. The land owner also needs to stay vigilant and listen to the users of their land too as they to possess the ability to alter the look and feel of the area. If done properly, they, just like anybody else in Entropia Universe can withdraw their profits to their real-life bank account.

M: And for a final question in that category, how would you bring in a gamer who is curious but afraid that they will need to put in a substantial investment to get started?

H: Try it out and see for yourself, speak with other players when you are on the inside. There is nothing to stop them from downloading it as it is free to play. We do have Starter Packs for new players which are intended for people that want to start out with a smaller investment, but again it is not a prerequisite to enjoy the game. The Starter Packs are made in such a way that they are extremely helpful for all newcomers. Another important thing is the great society we have inside the game, that as well as the mentor systems really help new players to get a great start and a good way to meet new friends.

M: What kind of content updates does Entropia see these days? Looking at the website there appears to be a steady flow of events for players to participate in.

H: You’re right, we do have a lot of events which is suitable for a lot of different users no matter if you’re a high level or new user. And we have some very interesting content updates coming out this year, with new systems attached. But as Entropia Universe is a Real Cash Economy I can’t go into details on this as it might affect the in-game markets.

M: Has the idea of an Entropia Universe 2.0 ever been tossed around the office?

H: It has been tossed around for sure, and while you should never say never, it is nothing that we are planning to do in the foreseeable future.

M: With many MMOs making the leap to other systems, is the plan to keep Entropia PC-bound?

H: In the future you might very well see more parts of Entropia Universe on other platforms, we already have an Android app connected to our systems, which we have had since 2012. With Virtual Tycoon users can craft and trade while on the move. But currently, we focus a 100% on our PC platform.

I want to extend a big thank you to Henrik Nel and the folks who helped make this Q&A a reality.

Arenanet Talks: Guild Wars 2 Friend/Ship Campaign


Last month Arenanet held a Guild Wars 2 campaign called Friend/Ships, asking players to send in their stories of forming friendly relationships in the popular MMO. The campaign brought in tons of stories from gamers who made new friends and even some who went on to tie the knot.

This week I managed to get in touch with Elisabeth Cardy from Arenanet for a quick Q&A regarding the Friend/Ships campaign. Let’s see how it went.

Q. How did the name “Friend/Ships” for the campaign come about?

Elisabeth Cardy: When we first started brainstorming around this campaign, it was based on stories we’d heard of people who had met their significant other in game, but we really wanted to recognize that it’s not just romantic relationships that can have a deep impact on our lives. To that end, we were looking for a title that encompassed relationships of all sorts. Especially in English, the word “relationship” can have some hefty connotations of romance, so it didn’t feel right on its own. “Shipping” is a fandom term that has to do with primarily romantic relationships (“ships”), so when we were taking some early notes, we started using “Friend/Ships” as a shorthand to kind of indicate both platonic and romantic relationships, and the whole team liked it so much that when it came time to think of the final title for the campaign, we all decided that we wanted to keep this one around.

Q. What was the inspiration for this campaign? There are countless stories of people forming friendships in MMOs but developers are often hesitant to acknowledge them.

Elisabeth Cardy: We built Guild Wars 2 with the idea in mind that it should be good to see other players. We regularly see the success of that in the stories that we hear from guilds, couples, and BFFs about their in-game and out of game adventures. Hearing stories like these is incredible rewarding and heartwarming and we wanted to share some of that joy with the world!

Q. Guild Wars 2 centers a lot of its content on drop-in cooperative group play with strangers. Do you think that forms stronger bonds between players than those that are primarily competitive?

Elisabeth Cardy: Certainly the casual grouping and reinforcement that seeing other players in Guild Wars 2 is a good thing helps people meet others that they might not have normally. But, I think people can bond a lot of ways! Some of my fondest memories are of cooperative content, like running into people repeatedly at open-world boss fights, but I know plenty of folks who have stories of their own of friendships forged in the fires of a particularly fierce rivalry, or facing off together against a common enemy.

Q. What kind of response did you receive from the community compared to what was expected?

Elisabeth Cardy: We got absolutely flooded with stories from players from all over! It was a real delight to see so many people sharing their memories of people and moments that are special to them and how Guild Wars 2 has had a positive impact on their lives.

Q. Is this a one-off event or will it come around again next year?

Elisabeth Cardy: The in-game Friendship Tonic will be available to players in February in future years, and we certainly aren’t done celebrating and appreciating the Guild Wars 2 community.

Q. And finally, do you refer to friends met online as “online friends” to more local, in-person friends?

Elisabeth Cardy: Personally, I don’t tend to draw much distinction, and if I do bring it up, it’s normally as a way of giving context to how I know a person. Just like I’d say “a buddy I met in college,” as a lead-in to a story, I might say “a friend I met in Guild Wars 2.”

Jagex Talks: RuneScape Deadman Mode


deadman2

The past year or so has shown RuneScape to be one of the oddest games I’ve ever had to cover here at MMO Fallout. While traditional MMOs branch out with expansion packs, often times altering their names to match the latest version, RuneScape is one of the first that I’ve seen to actively spin itself off into new modes. Granted this has always been the case, with the original RuneScape existing alongside the updated version as RuneScape Classic, but what Jagex has done with these new titles is to create entirely separate entities, actively developed, with their own communities and economies.

Old School RuneScape popped up in 2013 with a crazy premise: Reboot the game as it was in late 2007 with active content development that would only be implemented if 75% of the (voting) community approved of it. In September this year, we saw the launch of DarkScape, a pvp-oriented mode with open fighting, multiple Grand Exchanges and banks, and a world very different than the one players were used to. Last month saw the launch of Deadman mode, a hardcore variant of Old School.

In Deadman mode, dying means not only losing the items in your inventory, but a notable amount of experience and a substantial number of items in your bank as well. Killing others is just as dangerous, as it means being stranded out in the open for a good half hour before you can get back into the safety of town, a marker over your head letting everyone know that you’re carrying goods on you.

I had a chance interview with Mat K, product manager for Old School RuneScape, to discuss how the game mode came to be, where it has been, and where it is going.

Connor: Deadman was community polled, correct?

Mat: That’s right, yea. When I started playing RuneScape back in 2004, and my wife introduced me to it, I sat there and thought you know what would be really good is if this game was a pvp game, there was pvp everywhere. Little did I know at the time it used to be back in classic, but it’s taken me ten, eleven years, but I finally got us a proper hardcore pvp version of the game out there, and it’s just great.

Connor: Was it difficult to pitch Deadman as something to put active developers on?

Mat: No, not at all. The biggest challenge for Deadman was the technical challenge behind actually making it work rather than the content challenge for content developer. Fortunately we’ve got Ian Gower on our team who does all the technical side of stuff, which we needed and he was up for it. It was a real big challenge for everybody but everybody wanted to make it work so they could see the value in it.

Connor: How closely connected are Deadman and Old School in terms of updates?

Mat: The way it currently works is that the basic game is going to be the same for both, so if we make an update on Old School that same update will be on Deadman as well. It doesn’t have to remain that way, we can put them on completely separate builds and develop them separately as things go forward, but right now it works on the same build mainly because it is easier for us to do it that way.

Connor: Do you see Deadman evolving into its own product the same way DarkScape was pitched?

Mat: It could do. Deadman’s been out for three weeks, it’s too early to say whether it will or it won’t. We’ve got the option to do it, and if it gets super big we can give it its own website and its own development team and everything else. But we don’t want to rush that too early, right now three weeks in we need to watch what’s going on to see how the players react to it, see what they’re doing in the long term, look at the viability of it in the long term, and if it needs more support we will do that, if it doesn’t then we won’t.

Connor: Speaking of players, has Deadman brought back players in the same way that Old School did?

Mat: Loads, and these players aren’t going anywhere else, they’re staying and playing the game which is wonderful.

Connor: So it does have good retention?

Mat: Absolutely. We’ve had hundreds of thousands of players and out of the core group of players who actually play the game, we’re talking a retention of over 90%. It shocked us when I got the report through today and I had to go back and double check it to make sure it was right, and it was so that’s how much it shocked us as well.

Connor: DarkScape was something that came out of Deadman, correct?

Mat: Not really. They were designed very separately. We had the idea first, we were developing what we wanted it to be and polling it through the community, and at the same time the same idea was going through RuneScape, can we make a pvp type of game work. They were developed completely independently and some of the mechanics we came up with arrived at completely separate places. So it wasn’t a result of Deadman mode, it arrived along the same sort of thinking.

Connor: From my own play time, it seemed that gold farmers were initially a problem but then disappeared. Is the Deadman environment too hostile?

Mat: There’s been no problem with gold farmers at all, there was a lot of noise on day one where I think they thought they could make a lot of money by selling stuff really expensively, but there’s been no large influx of bots at all since it came out. We track those numbers very carefully, it’s been much lower than we ever expected it to be. I think it’s because you just can’t farm gold in the game because you’d be killed doing it, if you tried to use a bot to do it you’d be dead in no time at all. It’s just not worth a bot farmer’s efforts to actually do that.

Connor: Have you seen a noticeable problem with players using mule accounts, alternate accounts to safely store items?

Mat: Not significantly, we’ve got some reports that run that as well. What a lot of people seem to be doing, we’re absolutely fine with, is they have multiple accounts that do multiple things. So you’ve got one account with a set of protected skills and another account with a different set of protected skills. They can trade between those accounts and move the items around there, that’s what most people seem to be doing, but mule accounts in themselves haven’t appeared yet.

Connor: Do you have any ideas for where the game is headed that you can share?

Mat: It all depends, we’re three weeks in, it is too early to say for sure where we’re going. We’ve got some great ideas of what we want to do, for example what we’re looking at doing next year is to run a tournament in Deadman worlds, so effectively we’ll create our own Deadman world for a four day long event, we’ll ramp up the exp so you’ll get ten, twenty times the exp, and throughout those four days we’ll start taking away the safe zones. At the end of the four days, we’ll put everybody in one spot, everybody will kill each other, and there will be a winner, and that winner will win a whole lot of cash.

The other big question that players are asking about is can we turn it into a seasonal thing? Again, that’s something we’re quite happy to do if it is the right thing to do, but three weeks in we don’t want to make those decisions yet because we don’t know how it’s going to be in another month’s time. We need to watch carefully, make the sensible decisions now, make the sensible changes now, but watch what the long term impact of making these changes will be and then we’ll make the decision.

Connor: What is the status of the Grand Exchange in Deadman mode?

Mat: There is no Grand Exchange in Deadman mode itself, what happens with the Grand Exchange in Old School is we take the value of items from that to work out the value of items when you die so players can get the most expensive items. We’ve got no plans to put the Grand Exchange into Deadman mode mainly because it will make the game too easy.

One of the core things we’re focusing on at the moment is to make sure that we’re supporting the players who want to play Deadman mode for what it is, so for the core group of players that is a very hardcore and difficult to play game and if you die you lose an awful lot of things. Now there’s some players that are coming to us and saying it’s too difficult, it’s too hard, but if we start looking at why people are not playing the game and are moving away to our other games, we then run the risk of turning Deadman into something that is too easy for our core group of players.

Connor: The game has been balanced where guards are more deadly, but there are also updates like health insurance. How do you decide what updates get polled, what goes past polling, and what isn’t up for debate?

Mat: The way we look at it, what is the best thing for the game long term. If there is an update which isn’t critical for the long term success of the game then we’re quite happy to poll it to the players and let it work out, but if it’s critical we have to make the decision of do we poll it to the players, will the players vote for it to start with, and then we can make that decision on a case by case basis, there is no hard rule.

For example, we made some changes to the death mechanics when people die in guarded zones, and that was something that was designed to stop a particular form of gameplay that was damaging to the game. So we made that change, we weren’t going to poll it because it was going to damage the game if we let it continue, and we will continue to do that. As long as it isn’t critical to the long term success of the game, we will poll the players on everything.

The hitpoint insurance, for example, was something that as far as we were concerned wasn’t going to be a major changeup to the game going forward. I think it was a good thing to have, but we let the players have the final decision on that one.

Connor: Do you keep stats on how much is being dropped and killed off of players?

Mat: We do, I can’t remember one off the top of my head. Everything in game is monitored so I have an analytic team that I send an email to and they come back to me with numbers, but we do monitor everything.

Connor: A few of the Jagex mods livestream Deadman mode. Do you as well?

Mat: Yes, I did it for the first week and it was very good fun. Nobody managed to kill me which was quite nice.

Connor: What is your greatest kill?

Mat: About twenty minutes chasing my wife all over the place until I finally killed her. We’ve got a very RuneScape family, I play it, my wife introduced me to it.

Connor: It sounds like many of the Jagex employees are people who have been playing the game for quite a while.

Mat: Everybody in the entire Old School team apart from Mod Gareth have played for ten years plus. We’ve all grown up with RuneScape and this is why we love doing what we’re doing, because this is a game we grew up with. None of us, apart from Ian obviously who started making it, thought we’d end up making the game that we loved playing, so it’s a dream come true for all of us.

I’d like to thank Mat K for taking the time out of his day to come talk to us about Deadman mode, and I would also like to thank everyone who put in the effort to make this interview possible.

Missing World Media Returns: City of Titans


Initial_Map

Earlier this week, I got to sit down once again and have a chat with Missing Worlds Media about their upcoming game City of Titans. If you didn’t catch out interview published last year, check it out at this link. For this interview, I managed to snag project lead Chris “Warcabbit” Hare to talk about design philosophy, alignment, and lockboxes, among other topics.

A big thank you to Missing Worlds Media and Warcabbit for agreeing to talk to us again.

Connor: Start off by telling us who you are and what you do.

Warcabbit: Greetings, all! I’m Chris ‘Warcabbit’ Hare. By day… well, I can’t say what I do by day, but by night, I’m project lead for City of Titans, a crowdfunded Superhero MMO, and a spiritual successor to City of Heroes.

The last time we talked, City of Titans was ending its pre-production stage. What is the main focus right now?

Slightly scattered. Tech is at early production leading to solid and functional prototype, while Lore is actually writing what will become production-level missions. Art is iterating designs while we deal with disagreements about where to slice the body up and how to apply sliders.

Sometimes the disagreements are with parts of the engine that haven’t been written yet. This doesn’t mean we’re out of synch, it means that certain things, like Lore, are not limited by technical realities, and are able to design and test in theory rather than in practice.

So something that gets written in lore that can’t be represented in-game?

It’s… hard to think of something that can be written in lore that can’t be represented in game, within the constraints Lore already knows about. That is, the design constraints are established already. Things that are out of the ordinary, like six mile long snake-beasts are on hold, yes. But we’re working more with things that are technically possible – but questioning the game-centric nature of the beast.

We want to fill our game with story and valid choices, but we’ve found there are many players who just want to punch things. So we’re working on story structure and various other issues that are, ah, trivial from a coding issue – I mean, when you get down to it, we could throw all of Moby Dick on someone’s screen in five lines of code – but they wouldn’t read it.

Anyhow, so what we’re working on is when will people like a valid choice about good and evil, or right and wrong, and coming to the conclusion that people will  not like it so much mid-mission, but end of mission is much more acceptable. Like, ‘do you turn in the 40k of drug money, or pocket it’?

Are you going with a clear good vs evil or allowing players to blur the lines like City of Heroes sort-of did with Going Rogue?

Dramatic timing and tension and various other things – if we throw a question in mid-story, it suddenly becomes much MORE important because of the rarity. We have a three axis alignment system, along with a villain/rogue/vigilante/hero (names picked from Going Rogue for this conversation for familiarity’s sake) axis.

For example, the first challenge I mentioned was (money) a Law axis question. Do you respect the law or take the cash? The second was a Violence question. Do you just beat the guy up or do you kill him? The last axis is Honor. Do you keep your word, even if it causes you pain? Dr. Doom is a villain with a strong Honor axis. The thing is, the slider-axis is actually independent of the alignment axis – the Punisher is a Violent, non-Lawful, not-really-Honorable vigilante.

Right, so it’ll still be possible to bust heads and not suddenly find your character evil aligned.

Yes. Currently, it’s up to you where your h/v slider stands. If you choose to eat puppies, it may be moved for you, but you can move it back. You can explain why. (I was controlled by the moon-aliens! It was my evil twin from Dimension X!)

The last developer diary talks about rapid prototyping and blueprints in the Unreal Engine. Could you expand on those concepts?

Now, Blueprints may not be suitable for various issues – for example, currently, there’s no real way to translate them to C++, so mantaining an analysis of what changed in source is a bit of a bear, so deep or complicated systems do need to be programmed for a game you want to perform long standing maintenance on… But they are fully capable of being everything you need to develop in. They’re sort of… programming turned into Minecraft.

At any rate, thanks to the power of Unreal, we can test five different approaches to a task in the time it would take to test one in a more traditional system. I should note, by the way, that we are going to have a more realistic interior to various missions.

Are you looking at bringing over any mechanics from City of Heroes? Like the day job system.

My metaphor has always been ‘We’re making the game CoH would have been if they knew then what we know now after ten years of face to face lessons.’ Day Jobs are interesting. We’re not doing this at launch, but I’ve actually developed something that’s a bit of an evolution of a concept Jack Emmert failed to bring to fruition. The ORIGINAL Day Jobs plan.

Do tell.

Can’t, really, but… Let’s just say it’s something for you to do when you’re not playing the game. Back in the day they didn’t have apps.

Is it encouraging to see the comic book MMO sort of rise from the ashes? Right now we have three games looking to fill the void left in CoH’s absence.

It is FANTASTIC. Valiance is going to launch before we’re done, we know. But we’re going to offer a richer experience. Honestly, we’re trying to figure out a way to integrate with them. And I don’t mean merge – I mean crossover events and the like.

Right now, if I remember right, we’re starting off where our characters are fictional in their universe and vice versa. So there might be an Anthem movie on a marque.

As much as people are going to hate me for saying it, I like to think City of Heroes shutting down had a lot of positive effects on the genre, as in other companies are starting to participate in it.

Mmmmm… Ask me again after we launch. There’s still a chance we might fail. I’m not getting comfy. I’d like to think that it will wind up being like Enhancement Diversification. Annoying, painful, but it eventually led to the insane glory of IOs.

I’ll finish by asking what your thoughts are on Lockboxes and other cash shop items that seem so popular with gamers these days.

That’s a very, very serious question. The pages you’d get from many of my developers on how they’re bad for gaming and bad for players and bad for ongoing development… on how they hijack the gambling urge…

I do intend for there to be things like lockboxes. But when I say ‘like lockboxes’, I mean things like ‘a parody lockbox that actually has no game effect’ or ‘something more like a magic booster full of fun consumables that have no non-cosmetic effect’ or a few other nonsettled variants on a theme. It is fun to play a chip on the wheel of fortune and see what you get.

But I feel that giving people a present and then forcing them to pay to open it is a cruel, cruel thing. Especially if they take up inventory space. I swear to you, if I have to implement them to keep the game going, they’ll at least be stackable.

I’m not saying I won’t ever do them. I’m saying I really don’t want to do them, and the general concept is one of my ‘innovate and improve’ targets, where I want to make something that is actually fun and rewarding, rather than penalizing and expensive.

What is the timeline for release?

In bits and pieces as it’s done. Not 2015, but we might have parts out earlier than 2016.

Well thank you again for coming out and talking to us.

We’re always glad to talk.