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AusGamers Features
Champions Online Bill Roper Interview
Post by Steve Farrelly @ 01:57pm 21/12/09 | Comments
AusGamers had a chance to ask MMO legend, Bill Roper, a host of questions about Champions Online ranging from where they see the MMO going to what they learnt from its launch looking forward towords the forthcoming Star Trek Online...

AusGamers: What have you learnt from the launch of Champions Online?

Bill Roper: We needed more time on balancing the game overall, and that came to light and gave us some early negative feedback when we had to do a large shift in the experience/difficulty curve after the head start program. We had the experience curve very close to where we wanted it by the time the game's general launch, but this definitely caused some of our early adopters to be upset that the game play changed. We should have done a better job with balancing powers before launch. I think the huge lesson we learned was to stop adding to the game as late as we did so we'd have enough time to let what was already in the game be vetted by our QA and beta testers.



AG: The game's character creation system is incredibly deep, but once you start playing, initially seems arbitrary - have you thought about ways in which to fully encompass the depth of the CC and players' subsequent creations within your mission/story framework?

Bill: Multiple story arcs are incredibly expensive to create form a time and resources standpoint, and if we tried to do something this granular with the massive diversity of characters that can be created, it would be almost impossible to generate the required amount of content. Our players already felt we didn't have enough on launch, so trying to come up with customised content that takes into account any of the thousands of variations that can be seen with our character creation system would be impossible. This would be more possible in a traditional class/race based system as is common in fantasy games, and we did make significant efforts in terms of different player paths and storylines with diverging Crises zones early on (Canada and Desert) and the Nemesis system where you create your own arch-enemy. We'll continue on more in this vein for customisation of storyline in the near future.

AG: Since launch, how has the community responded to the game? What would you say has been the most constructive criticism you've heard, and attempted to address?

Bill: The community has been fantastic, giving us a lot of great feedback. They are very engaged in the game and want to be a part of its continued growth. One of the most recent areas where we've improved our feedback loop is with the powers team. We're getting some incredibly focused testing on the Public Test Shard on power sets right now, and the balance changes we're making have been very well received.



AG: Are there any plans to offer major expansions down the track, and can we expect the existing game universe to dynamically alter the older the game becomes (altered instances etc)?

Bill: We certainly intend to continue to expand and grow the Champions Online universe, but we never intend to outdate the existing content. The best part of a game set in the superhero genre is that literally anything goes. We can go into altered realities, space, beneath the earth, time travel – whatever makes for a great storyline and is fun.

AG: Beyond content expansion and bug fixes, is there also still active work being done on the game in terms of engine features - will we be seeing graphical enhancements as the game matures?

Bill: Well, we've only been out for three months, so it's a bit early to be doing major graphic overhauls to the engine. We are working on lots of technical improvements to the game, such as proxy servers for our EU players, new game systems like the Crossover Mission system, and more.

AG: Is there much collaboration between the Champions Online and Star Trek Online development teams? Is Champions likely to adopt any features that prove popular in STO?

Bill: One of the great things about the development platform we have at Cryptic Studios is that we can share advancements across projects. We were sharing pieces of technology and game design elements before Champions launched, and will continue to do so for the life of both projects, I'm sure. It's the reason we have core teams in both server and game technology.



AG: What would you say has been the biggest hurdle coming into the MMO space with both games?

Bill: The market is very tight right now, and we certainly learned a lot about the constantly changing MMO space with Champions. We've been very flexible with Champions Online, working hard to be responsive and communicative with our gamers. Based on their response, it's been the right track to take and is very gratifying on our end.

Star Trek has some amazing potential because it is such a different game in so many regards. The space combat is phenomenal, and the work that's been going on with ground combat really sets it apart from other MMOs. It isn't like Eve, WoW, or Champions. It's a game that really captures the spirit of the Star Trek shows, films, and universe.

AG: It has been a while since we've heard anything about a console release for Champions Online, are the wheels still in motion on an Xbox 360 version?

Bill: There is a huge community of gamers on consoles that have yet to get into MMOs, and we're excited about bringing them one that plays GREAT on their preferred platform. We're doing a lot of work right now on the Xbox 360 version of the game, making it feel exactly right for console players. I think Champions has a fantastic chance for success because it is a superhero themed game, and we've seen how popular that genre is on the consoles.

AG: Do you actively play other MMOs beyond just checking out the competition? Which ones?

Bill: I was a big WoW player for a lot of years, but for the past few months I’ve been very focused on Champions, and then Star Trek. I have checked out a few of the MMOs over the past year or so – Warhammer Online, Conan, Fallen Earth – and also a lot of more social-based games to see what they do to engage and retain their communities.



AG: Which upcoming MMOs are you most interested in and for what reasons?

Bill: I feel fortunate to have the access I have into Star Trek Online – I can't say how unique a gameplay experience it is in the MMO space, and I can because it isn't my project. I'm also a Star Wars fan, so I'd be lying if I said I wasn’t excited to see what BioWare is going to pull off.

AG: Do you see yourself solely as an MMO-focused developer now or do you still intend to get involved in single-player or more intimate multiplayer titles in the future?

Bill: I see myself as a game developer first and foremost. I have worked on mainly multi-player experiences, with a good amount of single-player experience thrown in as well. I'm just hoping to be able to keep making games for as long as possible!

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