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Gods and Heroes: Gameplay and Design Q&A

DanaDana Halifax, NSPosts: 2,415Member

Stieg Hedlund, the Design Director of Gods & Heroes, was interviewed by the good folks at the now defunct website Society of Gamers. Unfortunately, when the site ceased operations recently, the interview was left in limbo. A special thanks to Perpetual and Society of Gamers for allowing us to run it.




image MMORPG.com: Gods & Heroes uses a unique squad-based system; players have command of many minions. Please explain how this will maintain a "squad leader" feel while not forcing players to constantly manage and direct individual troops.

Stieg Hedlund: The minion system is one of our most crucial systems in the game and implementing it correctly is paramount to the experience we want to create. A significant portion of the development of the minion system was focused on the user experience and how we could adapt this system to the widest spectrum of players possible. The solution was to give the players as much, or as little, control as they wanted.

Minion control is achieved through a minion user sub-interface where multiple options, like agro radius and aggression levels, can be set. To start, the minions are broken in to three sub-groups, Infantry, Skirmisher, and Casters. This allows you to issue commands to individual groups and essentially micro-manage each sub-group of your minions. In these sub-controls you can independently set varying levels of aggression, agro radius, and even what they should be doing when they attack. You can tell one group to hold back while another attacks and have the casters in the back on support (healing and buffing) only.

In contrast to this, if you don't want to deal with these sub-groups or micro-management you can just issue orders from the main commands and they will respond accordingly. Of course if you just set them to an aggressive behaviour, you might find yourself in a few more fights than you originally anticipated!

You can read more here.

Dana Massey
Formerly of MMORPG.com
Currently Lead Designer for Bit Trap Studios

Comments

  • Stuka1000Stuka1000 Posts: 865Member Uncommon
    An interesting read, I did notice however that he kind of dodged the question about the amount of SoE's involvment.

  • barhoombarhoom adPosts: 29Member Uncommon
    one of the games I am waiting for and i am sure it will be so good . Stieg Hedlund makes good games " Diablo2" sometimes I think Gods and Heroes is MMO of Diablo in rome age.
  • SMarcellusSMarcellus swamp, SCPosts: 20Member
    No, I don't think he dodges it. He may not have given an indepth answer, but as he pointed out, the answer was released many months ago, and sees no need to restate it when you can just go back and look at it. Great interview. I'm really anxious for this game to come out.

    image

  • DarwaDarwa CambridgePosts: 2,184Member Common
    At 26 km square, it sure is a small world :(
  • chlaoschlaos Meridian, MSPosts: 1,118Member


    Originally posted by eric1000
    An interesting read, I did notice however that he kind of dodged the question about the amount of SoE's involvment.

    Yeah, his non-answer of SOE's involvement is actually very telling, not to mention disturbing.   Oh well...

    "The man who exchanges Liberty for Iconic classes is a fool deserving of neither." - Me and Ben Franklin

  • chlaoschlaos Meridian, MSPosts: 1,118Member
    Doh....

    "The man who exchanges Liberty for Iconic classes is a fool deserving of neither." - Me and Ben Franklin

  • THe_GAmE21THe_GAmE21 Endison, NJPosts: 33Member


    Originally posted by darwa
    At 26 km square, it sure is a small world :(

    well ull think so but when u play it it wont be and plus there is going to be other places they going to add
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