
Lead designer Randy Mosiondz has been talking about how mission-complexity in Champions Online evolved during the development phase’s last days.
In his Development Diary he talked about how early missions were deemed too simple, and how the developers sought to add variety and complexity as the game’s launch loomed every larger.
He wrote, “Most of the missions were “click X, defeat Y, collect Z” because doing anything more complex that that simply didn’t work well. This obviously wasn’t acceptable, so we tried to ramp up tool development to allow more interesting content. By the time we hit Closed Beta this was better, but it was obvious players wanted more mission variation, particularly those that incorporated more genre-appropriate “heroic” elements that had an effect on environments. We started by adding in more “rescue” type scenarios where you free victims from villains or from underneath rubble in disaster scenarios. When our AI improved a bit more we started adding in “rescue and escort” situations where players could help escort victims through gauntlets of enemies.”
He added, “We also started rigging more complex missions (especially in our villain Lairs) which involved puzzles, friendly AI and more complex AI behaviours, etc. Now not only could you rescue a group of citizens held hostage by Destroid robots, lead them to a safe landing zone but you could fight off waves of attacking villains while you signal a helicopter to rescue them! We also began making...








Here are the details for the new patch that arrived in the wee small hours. The patch takes care of some of irritating gameplay and technical problems. 







