Introduction
Hello
everyone, my name is Erik
(Archon) Krebs and I am the Lead Game Designer on The Matrix Online.
A lot has
been going on over the last few months with the move from Monolith to Sony
offices, but our progress on the game has continued throughout the transition.
Our team is focused on improvements and were working on some exciting
changes. As Andy has mentioned, content, new player experience, combat, and
Spies are some of our top priorities. There are a few other items on the list
I will include as well.
This week
I am going talk in broad brush-strokes about the items the team is already
tackling and then end the article by talking about what were going to do
with Hackers. Before I get down to details, I am applying a design
disclaimer:
Each of these items is in development and
subject to change or cancellation at any time. For the people that might
misinterpret me, these items are NOT promises of any sort, consider them
Design intent.
About
Me
The big
question on everyones mind is who the heck is this guy and what is he going
to do with the game?
As I said
above, my name is Erik
Krebs. Ive been a game designer for about four-and-a-half years, having
worked most notably on Dark Age of Camelot and its first two retail
expansions. In November last year I jumped at the opportunity to come work on
MxO during its final development stages. In March 2005 I took over as the
Lead Game Designer. I enjoy working on a game with such a great license and
interesting concept.
Lets get
on to the business at hand: Talking about upcoming changes.
Content
As any
player can tell you, The Matrix Online currently relies heavily on
missions as the main form of content. In the coming months we will be adding
a greater variety of content and improving what already exists. However,
important items like critical missions and story will continue.
Our first
new-style content release will include Pandoras Box, a feature designed for
our mid- to high-level players. Pandoras Box is a great blend of gameplay
types and we think you will find the story, encounters, and rewards very
interesting. Odds are you will be playing with Pandoras Box early in
September.
Another
one of our major efforts is to improve the new-user experience. We are
revamping every District in the game, starting with the Slums. Our goal is to
introduce the players to the Matrix a little more gently, initially focusing
on game play mechanics and Organizational agendas.
Our
current plan is to revamp each District until we have improved them all. We
are dedicating a lot of resources developing more interesting stories and
content at the neighborhood level. The new-and-improved Slums district should
be available this fall.
Marketplace
We are
also working on some significant improvements to the Marketplace. The
Marketplace should be a great tool for players trying to buy and sell items
and the current system needs to be re-tooled. Improvements are focused around
expanding the design and fixing broken or user-unfriendly issues. Our goal is
to implement an overhauled Marketplace before the end of the year.
Spies
Ive also
been working on revising the Spy tree. There are multiple parts to the
revision, which will be rolled out in phases. The first part involves timed
interaction with game/mission objects such as doors and computers. This is a
prelude to adding a consistent set of rules under which Invisibility works.
These changes are proper solutions for the temporary measures put in place a
little while ago.
The last
part of the rollout will be the new Spy tree itself. The design is
progressing nicely and I am very happy with what we have so far. You may see
the first two items before the holidays while the archetype changes are
dependent on the combat revisions (see below).
Combat
Since
early April Ive been working with the team on some major changes to the
combat system. Its a big, complex system that involves a number of
functional groups including Design, Engineering,
and Animation. We believe these changes will be a vast improvement and are
taking our time to do things right.
The first
step in the process was to identify problems with the current combat
formulas. After we did some research to identify all the issues, we created a
new set of formulas to use with the rest of the combat revision. The new
combat formulas are designed to remove situations where Abilities always hit
or attacks always miss--including viral attacks. You wont see a level
1-player beating a level-50 player but, as an example, the revisions do make
it possible for a group of level-40 players to take down a level-50 through
attrition.
We decided
early on that one of our main goals for the combat revision was to
significantly improve game-play without losing the cinematic fight-scene
quality of the movies. This means Interlock stays.
During our
meetings we came up with a concept for an improved system that does not rely
so heavily on zero-sum game-play and removes multi-on-one Interlock. (Zero-sum
means one player wins and one losestwo players never both hit or both miss.
Walrus) The new Interlock system has most of the zero-sum game-play
removed and uses a series of exchanges where both people will have a chance
to hit or miss. The main win is that Interlock fights will be much shorter,
with fewer pauses and less prone to breaking game-play.
To
coincide with the changes to the Interlock syetem, we are altering
out-of-Interlock fighting by expanding free-fire to include melee attacks,
which is similar to standard MMO melee-combat. We will be adding new
Abilities that take advantage of free-attack mode and altering some existing
Abilities to strengthen the benefits of being in Interlock.
The final
result of our efforts is a series of cascading changes that allow us to
create a proper damage-per-second (DPS) model that we can use to balance
damage, Abilities, attributes, caps, items, and content and ultimately
provide you a better game. When the combat revision launches, a large number
of Ability tweaks will accompany it with the goal of fixing most of our
current balance issues.
Hackers
We know
that certain areas of the Hacker tree do not play nicely with the rest of the
Disciplines. After much deliberation, we decided that Hackers will remain
unchanged in the short term. Since were overhauling the current combat
system, it doesnt make sense to spend a lot of resources balancing the
Hacker tree at the momentwe would only have to rebalance them after the
combat changes are implemented.
However,
we also know that something needs to be done in the meantime. So were adding
a temporary measure to help players deal with Hackers: A new consumable which
can be used while in a pacified, stunned, or rooted state. This pill will
clear the negative effect and return movement control to the player and will
have a medium to long reuse timer. It wont level the playing field
completely, but should make the current situation more tolerable while we
work on implementing the proper solutions.
Closing
Words
It has
been a pleasure bringing you all up to date on our current projects. My hope
is that theres a little something for everyone in the community. In a few
weeks, I will be talking about what went into the design of Pandoras Box,
and what you should expect if you havent already experienced one. Thanks!
Archon
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