
I recently enjoyed a fascinating lunch with Brian Urbanek, whose work includes creating and balancing the in-game combat and related systems. With nearly ten years MMO development experience, he’s got lots of sparkling ideas and opinions which we’ll be sharing with you in the next few weeks.
In this first slice of our interview, he talks about how the Champions Online team is turning combat dynamics upside down.
Colin: What are you doing with Champions Online’s powers and combat systems that’s new and unique?
Brian: I came into this project about a year into a three-year development cycle. A lot of early groundwork and principles had been defined but there’s still been room for adjusting course along the way.
The original design team did a really good job creating some new paradigms. One of the things that they wanted to play with - as soon as they told me about it I thought it was wonderful - was as follows…
Most game models are a degenerative model, right? Think in terms of the way most RPGs have worked; they have something like a point system. The fight starts and you have all of your resources and as the fight goes on you become weaker and weaker, you have less and less resources to do things with and your points go down.
This always bothered me and, as I found out, it also bothered some of the other early developers for Champions. Fundamentally it just isn’t the way the fiction works. In the fiction, as the fight goes on for heroic characters and for villain characters, your resolve hardens. You draw upon ever greater reserves of your internal energy to fight harder and harder as the stakes get higher. You actually get an escalating model in fiction.
So what we really wanted to do was bring into the game something that better reflected the tempo and momentum of combat in traditional fiction.
This is why we started creating, around the energy system, this equilibrium point that maps the energy. So, yes, there are attacks that drain energy. There are also attacks that create energy so that during the combat players can moderate their own actions to their own advantage.
They can, for example, choose to generate energy by doing weak attacks that build momentum to subsequently unleash a torrent of heavy attacks and then going back into a cycle again.
Within the power system you can try to build in secondary energy mechanics to help accentuate it and push that idea further. For example, we’ve been doing a pattern with the fire set where fire characters can have access to powers that let them absorb energy from ambient heat.
That’s the contextual fluffy side of it; the crunchy side is it means that as they light up enemies or set the environment on fire, they can absorb heat power that starts feeding them a constant trickle of energy so that as the fight progresses they can segue from doing their small ‘building’ attacks to doing just heavy big attacks.
We’re trying to build in that principle to every power set but each one will have its slightly own unique mechanic.
Colin: Does that make it complicated for the player?
Brian: The intent is that when we build the powers we don’t build the secondary energy mechanics in as a core aspect of the power. Like the absorb heat power, also functions as a self-heal.
The assumption is most players will see the description part of the power. Maybe it says that ‘if you press this button you’ll absorb heat from nearby sources and heal yourself’ and that’s why they’ll buy it. It’s a mastery level thing. They’ll notice, ‘oh hey, this is also making me gain energy from fires nearby’ and it’s something that they’ll graduate up into. So the intent is for the secondary mechanics to be non-intrusive and be something that the players just notice, that advanced players dive into and find the relations between things and start to realize the new play patterns that it unlocks for them if they choose to explore them.
Colin: And this example of heat and fire, does that translate to ice and electricity or various other powers that people can use?
Brian: Yes, each in its own unique way. For example, electricity is very much about doing area effect damage. It’s about striking multiple targets. Attacks have the ability to jump from one target to the next, to another.
So electricity’s secondary energy system deals with a special power we call negative ions. The way that works is you strike someone with electricity power and sometimes you’ll see an inverse color palette electrical buff, an electrical aura bounce around the enemy target. Advanced players understand what that means. That means that they want to switch targets because if I see that on my target and I switch to a different target, it means that my electricity attacks will always jump into the negative ion person and that will complete a circuit and I will get energy back.
Now a player who doesn’t understand that mechanic yet, well no problem. They just stay on the same target and they do DP damage and they in some ways are doing the right thing because the faster you take down a single target the less damage you take. That’s good gameplay.
But if your player’s more advanced you might realize that ‘okay if I’m careful and the situation is right I can switch targets, do some damage to two people, and I get the reward back. Now I’m bouncing lightning between more parties and getting more total damage output and I’m getting energy refunded to me from completing the circuit.
Colin: You are relying on the players to just figure this stuff out, right?
Brian: Absolutely, absolutely. They’ll figure it out. We’re not at all trying to hide it. The power descriptions clearly state these behaviors are there but we don’t want to beat players over the head with it and it’s important to us that they be able to finish the game without ever even noticing these things are going on.
Really I’m a big fan in the reward of being able to find depth, right? I’ve played lots and lots of the card game Magic and I always think it’s a wonderful thing when I figure out a new way to use a card or a new result from a combination of cards that I had not seen people use before. I want to put that in the game where people can notice that there are these interactions and get the feeling of discovery of ‘oh hey, I just found this cool side effect thing’.
Next week we’ll hear some more from Brian, about the hardcore mathematics behind balancing combat.









Magelord
I really cannot wait for this game!
posted on 06.22.09 at 11:14Kreuk
Good stuff.
posted on 06.22.09 at 11:21Outlandish
I’m excited!
posted on 06.22.09 at 14:53stormstripe
This is very “thought over content, and will make the in-game experience very fun.I cant wait!
posted on 06.22.09 at 16:59Wargrym
this really separates average players from great players. All of these powers will be heavily diagnosed in online guides eventually, but it still shows a huge range of what one “ice” guy does with what another “ice” guy does.
posted on 06.22.09 at 20:03Odee
Fandamntastic!
This just keeps getting better and better to the point that when they go open Beta… Geez I can’t think how much better it can possibly get!
posted on 06.22.09 at 20:43RuKKis
This game is going to destroy any other MMO’s out there. WoW lasted this long and it should be commended, but it just got outmatched. I’m expecting to see its subscribers dwindle to virtually nothing after Septembet 1st.
posted on 06.22.09 at 22:12Gloryfox
Oh that’s just amazing with fire and electricity, I can’t wait to see what other power sets do. Only 2 months to go.
posted on 06.22.09 at 22:41MrM
I’m thinking that having effects for powers that don’t show up in their descriptions is stupid. I’m loving everything else, but what if you just overlook it? If it’s a minor passive effect, it’s one thing but if it’s something like your attack JUMPING TARGETS if you change? Come on, that puts inexperienced players at an even larger disadvantage than they already are. This is just the sort of thing that makes people change games.
posted on 06.22.09 at 23:07MrM
As in, quit the game that doesn’t tell them everything about their abilities and go to a different one.
posted on 06.22.09 at 23:07I'm Seriously You Guys...
Um, the guy mentioned that these side effects wouldn’t be hidden. There’s an insanely high chance that a player w/ elec powers will inadvertently switch targets and pretty soon figure out “OH! That’s why enemies kept getting that weird aura. All my attacks chain to them!” They want these secondary effects to be about experimentation. Like if I dodged an attack with a martial arts skill and then attacked right after and the game proclaims the words “COUNTER!” and showing double damage and silently rewarding me with extra energy, then I’m pretty sure that I’ll pick up on where that extra energy is coming from sooner or later; especially in a long and drawn out fight. And even if I don’t notice the extra energy, I’ll still feel inclined to preform counter attacks solely for the double damage. See? In the end I’ll still be making use of the bonus energy function regardless of whether I realize it or not.
posted on 06.23.09 at 04:14nephilim2051
@MRM
Did you miss this line?
Brian: Absolutely, absolutely. They’ll figure it out. We’re not at all trying to hide it. The power descriptions clearly state these behaviors are there
posted on 06.23.09 at 06:44NOOB
NEEDS MOAR WOW~!
posted on 06.23.09 at 10:18Foo Dog
This game is a disgrace to the Champions name and the Hero system. It is outstanding that the name was used for something so divergrent from the core game.
posted on 06.23.09 at 13:44Champions Online dev Brian Urbanek discusses combat mechanics | MMOFire
[...] folks at Champions Online Daily News recently interviewed Brian Urbanek, who works with combat and related systems on Champions Online. The interview is full of juicy [...]
posted on 06.23.09 at 22:34Chris
I just wanted to know if the pc and xbox360 CO game coming out the same date 09/01/09 i keep reading diffrent dates for both platforms i need a straight answer please!
posted on 06.24.09 at 09:05Max
This seems well thought out, although not entirely what I expected. This system of building attacks looks to me like it will draw out combat, which makes it easy for healers and frustrating for damage dealers in a pvp setting. =/
posted on 06.24.09 at 19:20Trevor
This is a VERY innovative idea and since it is so innovative my thoughts are that it will either be freakin’ awesome or it will be so irritating that people will drop this game in a second.
posted on 06.25.09 at 09:26Although I think that this is a hit and not a miss.
I play City Of Heroes and the whole Endurance issue drives me INSANE at the lower levels because you have to wait so long to get Stamina.
This idea seems to make it to where players won’t have that problem.
I am super-hyped about this game.
VG247 » Blog Archive » Weekly MMO news round-up: EverQuest and FusionFall expansions, Star Wars hitting Comic-Con
[...] newsletter talks a bit about the combat mechanics you can expect in the game. It’s basically an interview with Brian Urbanek, the guy in charge of balancing in-game combat and related systems. Read about [...]
posted on 06.27.09 at 12:06littlebitch
wens it coming out for 360?
posted on 06.29.09 at 15:19MARTIN
last time I heard it wasnt coming out til the end of the year.
posted on 08.13.09 at 11:11