
In the second part of my interview with Champions Online’s powers guru Brian Urbanek (first part here), I asked him about the question of balance and how simple DPS and defensive roles are being morphed into a more complex toolkit approach. Brian isn’t the sort of person who needs much prompting when he’s asked about role-playing game mechanics, powers balancing and gameplay. Here’s what he had to say…
“In many RPGs, wizards and spell casters and sorcerers tend to be the highest damage but least durable characters. But that kind of paradigm doesn’t work in a superhero game. That’s not the way superheroes are built. Dr. Fate or Dr. Strange aren’t dealing out the highest DPS in Marvel and DC. Those come from people who throw energy around or have claws or are Superman.
So instead of building particular power-sets that are balanced between powerful DPS and weak resistance, we have built a system that is very dynamic and toolkit-like.
We’re reshaping traditional roles - mage, pyro, tank - in unique ways. For example, the powers in the fire set make you a very high damage character. But throwing fire isn’t very defensive, so in a traditional RPG model that might make you very much like a mage. Except when a mage in an MMO specializes in fire and comes up against a fire based enemy, well, they often just can’t do anything. All they can do is resort to other spells, non-specialized skills, that do subpar damage and they just feel kind of useless at the fight.
We have a different paradigm. Let’s say you go deep into the fire trees and take all those tools that give you fire damage. It’s true that enemies that are resistant to fire will limit your effectiveness. But if they do mostly fire damage, you’ll be highly resistant to them and as a result you’ll be an optimal tank versus them. So the pure fire DPS blaster in our game is also an optimal tank for a pure fire villain. You can be the one who stands in the front lines and eats up all the damage. Your fire powers enable you to absorb, redirect, or just ignore all of this fire damage.
Because players have as much customization as we can give them, they have the freedom to pick and choose their powers from many different sets and to build whatever kind of character that they want. Everyone can have the healing power if they want it. Everyone can have the pure defense power if they want it. So it’s not possible to say that if you are a fire guy you are a DPS class, and not a tanker because, you are a tank in some cases if you want to be. So instead of assigning any kind of role or wanting to propagate the idea of different power sets that are locked to different roles, we use a system which we call roles and builds, and we allow and encourage players to self designate who and what they are.
There are a lot of good reasons to have a standard breakdown of the tanker, the DPSer, the support guy, right? And we do not reject that. What we are attempting to experiment with is letting players completely pick which one of those they want to be at what time and how they want to achieve it.
Our system layout is set up to encourage players to build up multiple specialties within their full tool set. You can have multiple powers that you can put in your bar at any one time. You build multiple builds. Well, okay, all your builds could be of the same purpose, DPSing, Tanking, or whatever, or they could be a little bit different. I think that we’ll get a much better multi-player environment when every player feels like ‘oh yeah, I really like tanking but if we need a DPSer for this run I can do that too’ or vice a versa, or healer, or melee character, or crowd control character, or whatever.
Roles are unlocked through achievement. Anyone can slot a healing power at any time but the more healing you do, you unlock higher and higher, revealing more and more specialized healing roles which have their own titles. So if you see someone with a high ranked, uniquely titled defender role you know that they’ve tanked many instances. Someone with a high ranked healer role, you know they’ve healed a lot of instances and because that’s an objectively determined, objectively assigned title by the game engine the players can’t fake it. So that’s a way that a player can advertise and hopefully gain some trust from the community.”
Final part of the interview runs next week.









Jay
Nice, like the part about the titles
posted on 06.29.09 at 05:22Adam
Wow…that kind of flexibility is exactly what I’m looking for in a game. Can it be September yet?
posted on 06.29.09 at 10:18BlackOps_Superman
What was just said here is great! Special designation for players who specialize in a certain field of the game. That will make grouping easier and letting people know more about you and what your style of gameplay is!
Wonderful work guys keep it up!!!
63 Days till release!
posted on 06.29.09 at 10:28Kaeldaran
That was a good read. I’m glad to see Cryptic aren’t pigeon-holing players into the typical trinity of classes that is prevalent in just about every MMO in existence.
posted on 06.29.09 at 10:33Fethalion
Great interview!
That system is not only smart and fits to the comic world, its also, imo, the next generation of MMO’s.
Common, who prefers the combatsystem of WoW (or the copies, WAR and such) when compared to CO?
One thing I liked about GW was the fact that you could combine classes and therefore unlock powerful combinations.
One example was Necro/Mez where you got diseases from Necro which you could spread using Mez (hmm… or was it the other way around?)
Anyway, CO’s combat and role system will be great imo.
posted on 06.29.09 at 12:01It allows for hybrids and specializing while maintaining stability and probably some degeneration to balance it (heal+tank probably becomes a bit too uber so you wont be able to max them both out, but what do I know?).
Viktormon
Even if I kinda knew all this, it’s great to hear all this! ^__^
posted on 06.29.09 at 12:12HDTran
So every group is going to need a healer? Would be nice for there to be a feature on the “support role,” and how people can earn more towards this besides healing (if any) and if the support role is not like other MMOs (where you’re mostly healing, maybe some shield, and buffs on the side). I don’t mind the game mechanically being the traditional roles, just kind of disappointed that “healers” are going to be featured so much when in-combat healers in comics are so rare.
posted on 06.29.09 at 14:12Gruntog
Wonders if HDTRAN read the same article?
posted on 06.29.09 at 15:40Zan
I really am impressed with CO. I think the fire example here is excellent. I love the idea of being heavy fire (or whatever) dps and able to tank that element as well. Good work.
posted on 06.29.09 at 15:57HDTran
Gruntog, didn’t you read the same article? They interchanged support role with healer.
“There are a lot of good reasons to have a standard breakdown of the tanker, the DPSer, the support guy, right? And we do not reject that.”
“Someone with a high ranked healer role, you know they’ve healed a lot of instances…”
So support guy = healer guy.
posted on 06.29.09 at 21:44PaperStab
So even the DPS characters can sponge up specific types of damage if the situation calls for it? Neat!
Also great to hear of systems to support the building of player reputations.
posted on 06.30.09 at 03:14General_Glacier
The difference, HDTRAN, is that you’ll be able to both have support powers mixed in with your DPS/tank powers AND actively switch between mainly support and mainly tank/DPS roles. You’ll NEVER be forced into one role for the entire game.
posted on 06.30.09 at 05:27HDTran
GENERAL_GLACIER, I’m not arguing about being forced into one role. Where did I say that? I’m arguing that support = healer. How many in-combat healers do you see in comics? Enough for one to be in every team of 5?
posted on 06.30.09 at 09:54Hardboiled
HDTRAN, I don’t see the article saying support=healer at all. The two sentences you quoted above are not even from the same paragraph. He was only using healing as a type of support, not the definition of support. We already know that there will be Force powers, TK powers and many many buffing powers that someone can specialize in to be a great support role with absolutely no healing at all.
Cryptic already built that mindset in CoH (keeping folks from getting damaged instead of healing them after the fact) so I have no doubt they carried that over into CO. I think you’re reading in more than what the interviewee stated.
posted on 06.30.09 at 13:54