When it comes to the subject of game design evolution the lead designer for Champions Online Randy "Arkayne" Mosiondz has some very interesting things to say. He recently posted his thoughts in the newest developer blog over on the Champions Online official website and the results are quite compelling. His write-up starts out as a general discussion on the topic of initial game design and how -- even why -- it always progresses into something different along the march to completion. After a bit of pontificating on that subject, Arkane moves onto how this all ties into Champions Online, which in turn dovetails into the subject of archetypes in Cryptic's game.
It all ends up with the revelation that archetypes in Champions Online won't be playing the role they were originally intended for. The reason for the somewhat rug-tugging change comes from the community reaction to how archetypes were originally planned to function. A good developer always communicates with their players, so this is nothing new to Cryptic Studios.
Archetypes were originally designed in such a way that they made certain power selections better for one archetype (such as a tank-type) over another (such as a healer-type), which arguably made for a not-so-flexible system. It essentially would have birthed certain builds that were more effective -- and thus more desirable -- than others.
Since Champions Online is supposed to be all about flexibility -- and the archetype model does sort of impede such a thing -- the design team is going back to the drawing board. Their goal is to figure out how to give players plenty of power choices without adding any sort of restriction system to the game. It's a huge design challenge, but one that the crew over at Cryptic seem determined to solve to stay true to the ideal of the game.
We certainly wish them the best of luck, as we're very much looking forward to playing Champions Online. Thus, you can count on us keeping a massive(ly) bulging, hawk-like eye on their efforts in order to bring any updates to you as quickly as possible.
Reader Comments (5)
Posted: May 24th 2008 9:34PM Rich said
I am willing to bet there will be some sort of archetypes in CO.
The pen and paper game had them in a transparent way. Unlike CoH they weren't hard and fast types. They were more of way to help define group role. They had no effect on the game and were more akin to the power "special effects" found in the game. The special effects were just what the power looked like, fire, ice, water, nuclear, needles, etc were all special effect of the same game mechanic the Engery Blast.
There were:
Bricks, Projectors, Mentalists, Speeders, Martial Artists, flyers and Brawlers for example. Alot of characters were hybrids of these. Speeder/brick, brick/projector, martial artist/mentalist.
It will be interesting to see how they do it.
Reply
The pen and paper game had them in a transparent way. Unlike CoH they weren't hard and fast types. They were more of way to help define group role. They had no effect on the game and were more akin to the power "special effects" found in the game. The special effects were just what the power looked like, fire, ice, water, nuclear, needles, etc were all special effect of the same game mechanic the Engery Blast.
There were:
Bricks, Projectors, Mentalists, Speeders, Martial Artists, flyers and Brawlers for example. Alot of characters were hybrids of these. Speeder/brick, brick/projector, martial artist/mentalist.
It will be interesting to see how they do it.
Posted: May 25th 2008 7:40AM PlasticSpork said
I agree: there will likely be some high level "types" in the game. If I recall correctly, City of Heroes had a similar development process, where originally they wanted no archetypes, but ended up going with them.
It'll be interesting to see what they might come up with. I suspect, though, that a class-less system would quickly turn into "here's the best build" cookie-cutter pattern.
Reply
It'll be interesting to see what they might come up with. I suspect, though, that a class-less system would quickly turn into "here's the best build" cookie-cutter pattern.
Posted: May 25th 2008 12:48PM Skruff said
I think you'll see "best build" cookie cutters with or without archtypes. It's pretty much standard these days for players to quickly identify the strongest builds out there for whatever playstyle they want. Even if Champions Online manages to do away with the archtype model they used in COH/COV, I think we'll still see plenty "best build" tankers, healers, damage dealers, etc, even if they don't have a particular in-game label.
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Posted: May 27th 2008 3:22AM organiclockwork said
Agreed, and that's no better than just having straight-up archetypes, in my opinion. So unless they find a way to prevent such cookie-cutter builds - which I can't think of - I'd say it's best to just stick with the tried-and-true archetypes. Even D&D had them. Rogue, Ranger, Paladin, all that jazz.
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Posted: May 27th 2008 9:09AM Verem01Avyn said
Actually, CoH's original Concept was exactly this. You were supposedly able to Choose from a list of Powers as a Primary and then as a Secondary. The Secondary Power was to be significantly weaker then the Primary Powers. And Origin would have played a huge role in the number of powers and effectiveness of them. i.e. A Mutant could have up to 8 Powers, but they were significantly weaker to the Natural/Technology Origin that only had 2 Powers.
Cryptic scrapped this concept when they felt people would gimp them selves, by choosing two weak (sub-optimal) powers, while others would make the Tank-Mage.
Be interesting if they could pull this off.
Reply
Cryptic scrapped this concept when they felt people would gimp them selves, by choosing two weak (sub-optimal) powers, while others would make the Tank-Mage.
Be interesting if they could pull this off.
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