Simutronics attended the Electronic Entertainment Expo as an exhibitor and
presented the first public demo footage of Hero's Journey. The company used this
opportunity to meet with prospective publishers and members of the media.
The Simutronics team launches a series of IRC chat rooms on the Stratics IRC
server.
Sadly nothing was heard of from Mr. Slick - or anyone else from
Simutronics - regarding the Hero's Journey project...
Until...
Once again, Mr. Slick is not heard from for some time and members
of the community begin to speculate that the Hero's Journey project has been
cancelled.
Hero's Journey Producer, Eric Slick, is in attendance, but no new information is
released about Hero's Journey.
Hero's Journey Stratics closes its doors. The Hero's Journey project, at this
point in time, is believed to have been cancelled.
Hero's Journey re-emerges at SimuCon where a new graphics engine is demonstrated
for those in attendance. The believed cancellation of Hero's Journey was, in
reality, a media blackout.
Hero's Jounrey Vault closes its doors. Unfortunately no report was made on
SimuCon 2003 and the last piece of coverage on the title was Eric Slick's letter
from April 18, 2002.
A Hero's Journey panel fields the questions of attendees. The panel included,
but was not limited to: Eric Slick (Product Manger), David Whately (CEO), Tracy
Butler (Artist), and Dave Dean (Designer).
Media coverage continues in full force from this point forth.
Simutronics returns to the Electronic Entertainment Expo as an exhibitor and
though the Hero's Journey title received minimal coverage, it managed to land
MMORPG's Best of Show Award, GamersInfo's Editor's Choice Award, and the
runner-up position in two of Stratics' Golden Cog Awards: Best Graphics and
Biggest Surprise.
February (Hero's Hall Fansite Launches!)
May 8 (Hero's Journey Stratics Re-Launches)
Hero's Journey
Interviews from 1999 and 2000
HJ Vault - October 1999 Developer Chat
Originally published at HJ Vault on October 26, 1999
<luxor_vault> Again, welcome to the first Hero's Journey developers
chat! I'd like to thank everyone from Simutronics for participating,
especially David and Bruce for helping set this up for tonight. Be sure to
check out www.hjvault.com for all the latest, and we'll see you on the
boards.
<luxor_vault> This will be a moderated chat. This means only ops (simu
and vault people) can post messages. To ask a question, either join channel
#hjquestions or send a /msg to that channel. We'll then post it here for the
developers to answer. You can start asking now!
<luxor_vault> Tonight's chat is scheduled for one hour, but if things
go well we can extend that. Afterwords we'll open it up for a free for all.
<luxor_vault> First off, I'd like everyone from Simutronics to say
hello and tell us a bit about their work, and how you're involved with
Hero's Journey?
<David_SIMU> :)
<David_SIMU> Who me?
<Suz_Simu> You first, David :)
<David_SIMU> (smile)
<Jhyrryl_SIMU> Shall we climb down the ladder or up?
<David_SIMU> My name is David Whatley, and I am the President &
CEO of Simutronics Corporation.
<David_SIMU> My role is basicly to not screw too many things up while
the turely skilled people get their job done.
<David_SIMU> Sometimes I achieve that, sometimes I don't.
<David_SIMU> In the case of Hero's Journey, I'm leading some of the
technology and game design inititives. But the actual creation of the
product is the work of many others.
<Bruce_Simu> Hmmm, that means I'm Bruce Ferguson, and I am the
Executive Producer of Heroes Journey. That means I get to do budgets, talk
to Press, and be happy, while other people do all the work. :)
<David_SIMU> (Don't forget milestones)
<Bruce_Simu> And I get to bug David when we need some of his design
stuff "RIGHT NOW!"
<Bruce_Simu> This project is so large, we have two other producers as
well.
<Suz_Simu> I'm Susan Dodd, and I will be producing "The World"....
<Andy_Simu> in 6 days with a day of rest?
<Suz_Simu> ...which is the geography and all the things you see in the
world of Hero's Journey.
<Suz_Simu> Something like that :)
<Suz_Simu> My job is to make the world exciting and beautiful and
terrifying -- or to get my team of GMs to do that. On time. ;)
* Suz_Simu winks at David.
<Suz_Simu> Eric?
<Eric_Simu> Hmm?
<Eric_Simu> tickles Suz
<Eric_Simu> I'm Eric Slick, Producer of Game Systems for HJ.
<Eric_Simu> My job in HJ will be to direct the development of all game
systems.
<Eric_Simu> I started in GemStone III and moved to the job of making
DragonRealms a reality.
<Eric_Simu> Who's next :)
<Jhyrryl_SIMU> My name is Mike Paddock. I was a customer service
supervisor for Simutronics, but recently was hired on as a Product
Developer.
<Jhyrryl_SIMU> So I'll be one of the ones the preious people will be
bugging.
<Dave_SIMU> I'm Dave Dean, another Product Developer, and I get to
wade in and do the fun part. While dodging Eric :)
<Jeffg_SIMU> I'm Jeff Gatlin, Product Developer which means I also get
to do all the work and on time even!
<Jeffg_SIMU> plus I do Music and Sound so I get to be an 'artiste' as
well.
<Dave_SIMU> Oh yeah, assuming I get my act together I'll hopefully be
working on some music too.
<Andy_Simu> I'm Andy Finkenstadt, a network and systems and server
dude.
<Andy_Simu> -30-
* Suz_Simu grins.
<Russ_Simu> My name is Russ Whiteman. I started as a GemStone III GM,
although the majority of my time over the last couple years has been spent
working on our billing systems. I've no idea -what- I'll be doing in HJ, but
I have every intention of being involved in building some of those game
systems Eric's responsible for. I suspect that most of my time will be spent
like it has lately...getting involved in as many discussions of new ideas as
poss
<luxor_vault> Thanks guys, onto the questions!
<Aurum_Vault> <Waffleboy> Will there be riding animals? If yes,
will it be limited to horses?
<David_SIMU> Yes, and no. :)
<David_SIMU> The real question is can animals ride players.
<Bruce_Simu> :)
<Eric_Simu> Yes and no.
<David_SIMU> ha
<Jeffg_SIMU> heh
<David_SIMU> You can already ride a dragon. :)
<David_SIMU> Seemed more interesting to do first than a horse.
<David_SIMU> ga
<luxor_vault> <Purr> What trade skills, if any, are likely to
be in HJ? Blacksmithy, Jewelry, tailoring, baking, etc for example What
about a real economy? Price differences between towns for the same item?
Prices fluctuating with supply/demand?
<David_SIMU> You have to be careful about the idea of a "real
economy" If you mean a self-regulating economy, then no.
<David_SIMU> Because that doesn't work, because it isn't zero-sum.
<David_SIMU> However, economic systems are nothing new to us. All of
our games have various levels of complexity of econimic systems...
<David_SIMU> DragonRealms is probably the most sophisticated with
fluctuating exchange rates between currencies.
<David_SIMU> This is yours, right Eric? A game mechanic?
<Eric_Simu> We've learned much about what works and what might be
possible. HJ will benefit from those lessons.
<Aurum_Vault> <Alerlean> Will there be weather not just rain
like EQ and AC but real weather with effects ingame slippery surfaces and
mud maybe wind ,fire flopod ,famine, maybe sesons etc.
<David_SIMU> The hardest of all to do is wind.
<David_SIMU> A convincing wind effect would be neat. A tornado would
be even neater.
<Jhyrryl_SIMU> Hurricane Simu
<David_SIMU> The first rain effect in a multiplayer game was done in
the original CyberStrike which I wrote 9 years ago.
<Eric_Simu> We've talked a great deal about it. We'd like the
environment to be as changeable as is possible. We'll only be limited in
what the technology can deliver...and we'll be pushing the technology as far
as we can manage.
<David_SIMU> So far we don't have the engine doing weather effects,
but it is planned. The extent remains to be seen as we get into the R&D
of it.
<luxor_vault> <Skystreak> What is the status of current game
development and what progress has been made toward finding someone to
produce [publish] the game?
<David_SIMU> We are currently in serious talks with a major
CD-ROM publisher (who shall remain nameless) who is looking to partner with
us on this project as well as bring a lot to the table.
<David_SIMU> I wish I could say more, but you know how that is. Await
the press release. :)
<Bruce_Simu> Which we will do as soon as we can :)
<David_SIMU> The patner is interested in making an even more ambitious
project out of this than we even were, so it should be interesting.
<David_SIMU> ga
<Aurum_Vault> <Vil> Experience, will it be level or skill
based?
<David_SIMU> Someone take that one. :)
<Bruce_Simu> Mike?
<Jhyrryl_SIMU> Possibly a hybrid.
<Jeffg_SIMU> both unless we do one or the other
<Russ_Simu> heh
<Dave_SIMU> heh
<David_SIMU> hehehe
<Jeffg_SIMU> hey that was a serious answer!
<David_SIMU> One thing....
* Jhyrryl_SIMU nods at David.
<David_SIMU> There is the possibility of a licensed game system being
used depending on how some negotiations go. So the answer to that question
really depends...
<David_SIMU> If things go way (A) then the unnamed game system
dictates this. If it doesn't, and we devise our own, then the answer is what
we are brewing in our design process (which includes the HJVault
participation).
<David_SIMU> So we are kind of in a crossroads and need to let a thing
or two settle on the business side before we commit.
<David_SIMU> ga
<luxor_vault> <Benzali> What type of spell/magic system is
being favored right now? As in premade spells, open system, or a combo.
<David_SIMU> (See previous answer)
<Dave_SIMU> See above. :)
<luxor_vault> lol
<Ilibard_Vault> Doh!
<luxor_vault> <Jereau> Is there any chance of using a
Roger-Wilco-ish program to have real-voice in game instead of text?
<David_SIMU> Good question!
<Eric_Simu> Ifdef# unnamed system
<David_SIMU> I have resisted voice communiction until...
<David_SIMU> you could manipulate your voice to match your roleplaying
identity.
<Bruce_Simu> There's always a possibility... but it should be a
choice. What if you are a male, playing a female character? You'd need what
David just said...
<David_SIMU> The greatest difficulty is in cross-playing. A male voice
does not sound female just by altering the pitch.
<David_SIMU> The other problem is pruely technical...
<David_SIMU> If you've notiec in EQ, AC and UO...
<David_SIMU> There just ain't much bandwidth left over for anything.
THere is hardly enough bandwidth for keeping people for warping all over the
screen.
<David_SIMU> Throw voice communiction on top of that, and you blow out
any consumer modems. When we are all DSL, maybe it'll be possible.
<David_SIMU> Which reminds me, I live too far away for DSL. And I'm
pissed. So I'm moving. (smile)
* Suz_Simu whistles nonchalantly.
<Russ_Simu> I'd love to see that, personally... the issue of voice
changes just doesn't seem that great to me. I don't see a mismatched voice
as being any more distractive than having to read text in a window.
<Eric_Simu> There's allot of simmering hostility betweent he "haves"
and "havenots" at the office because of this DSL thing.
* Andy_Simu has not.
<Russ_Simu> Yeah... we're all gonna -get- Suz. :P
<Eric_Simu> In place of voice, we are working hard to be sure our
"chat" system is easy to use, powerful and works wtih the 3D aspects of the
game.
<Aurum_Vault> <Torinak> How much has the competition (both
real and announced) affected the development and vision of HJ?
<Bruce_Simu> Let me take that one
<David_SIMU> Ok
<Bruce_Simu> We are certainly aware of whats going on out there in the
market (we are all gameplayers, after all) and we always do research
::cough:: on the latest things,
<Jhyrryl_SIMU> Hehe research. Yeah. Hehe.
<Bruce_Simu> But we also have a vision, based on all of the
information we've gathered from producing GemStone III, DragonRealms,
CyberStrike, and our other products.
<Dave_SIMU> I'd like to think our competitors have more to learn from
us than we do from them... every new MMORPG that's come out lately, I wonder
why they didn't pay more attention to us :)
<Bruce_Simu> 'So we know what we *want* to do, and we know what
they've done in a different fashion. So yes, there is some impact, but it
really is minimal.
<David_SIMU> Of course when we see what is currently being done, we
get quite motivated to show what is possible that no one is even coming
close to delivering yet.
<David_SIMU> Mostly its a matter of approach.
<luxor_vault> <Vil> how will you handle PvP?
<David_SIMU> ohgod
<Bruce_Simu> Carefully. :)
<Dave_SIMU> I knew somebody would ask that!
<Russ_Simu> You -knew- it was coming... ;)
<David_SIMU> Only my character is allowed to kill other players. :)
<Dave_SIMU> lol
<Jhyrryl_SIMU> Hey.... but... you promised!
<David_SIMU> hehe
<David_SIMU> Who wants that one?
<Eric_Simu> I'll take it.
<Eric_Simu> <grin>
<David_SIMU> Have fun.
<Eric_Simu> First off, a bit of clarification.
<Eric_Simu> There is a huge difference between character based
conflicts (In Character conflicts) and those between the players themselves
(OOC conflicts). PvP is not just killing players, it's harassment and many
other things.
<Eric_Simu> PvP is really anything which one player does to another to
ruin the other player's fun.
<Eric_Simu> It could be killing them or just simply following them
around and hassling them.
<Eric_Simu> But I think the question was more if we would allow
players to kill other players.
<Eric_Simu> If we do, it'll be kept under strict control. We've
learned a great deal about this from GSIII, DR, HX, MO and the toher online
RPGs.
<Eric_Simu> Exactly how we'd control it is yet to be determined. IN
fact we may simply not allow it at all or handle allowing it in one of the
ways currently being used in our competitor's product.
<Eric_Simu> But simply preventing PKing in the game won't prevent PvP
actions (under my definition) so when we deal with the problem it will be
from a comprehensive viewpoint about what PvP actually is.
<Eric_Simu> done :)
<Suz_Simu> One of the problems you have if there is absolutely no way
for one character to attack another is - how do you deal with annoyances,
like the guy who follows you around stealing kills?
<Suz_Simu> So if we do that, there would have to be ways to deal with
such things, beyond killing the other character. (Done)
<David_SIMU> And how do you kill all those pesky GMs.
<Suz_Simu> That's the real problem, David. :>
<David_SIMU> Oh I know.
<Dave_SIMU> This is easily the most complex issue that MMORPGs face,
and there's no perfect solution... hopefully we can find one that's good
enough without getting in the way too much either :)
<Aurum_Vault> <Waffleboy> How will death be handled? Item
loss? Experience loss? Temporary penalty? How does one become "undead" so to
speak?
<David_SIMU> See above.
<Aurum_Vault> Oops
<Bruce_Simu> :)
<Dave_SIMU> heh
<David_SIMU> If we use a licensed game system, that's all decided for
us (mostly at least)
<Russ_Simu> I was rather fond of Gannyx's "life-force" suggestion
myself...if we end up with home-brewing the system.
<David_SIMU> Haven't seen that one yet Russ, point me in that
direction in an email.
<Russ_Simu> Will do. :)
<Aurum_Vault> <Taven> Will there be a limit on basic
subscription character slots. EQ allows multiples per server.
<David_SIMU> You'll be able to ahve multiple chars.
<Bruce_Simu> Role players these days want to have the option to play
different personalities at different times. I'm not sure what the social
impact of that is, but we aim to make our customers happy.
<luxor_vault> <Will> When will focus groups commence?
<David_SIMU> Once we have our partner deals in place. I hope in
the next couple months.
<Bruce_Simu> We'll be posting on the Vault when it happens.
<David_SIMU> Yup
<Bruce_Simu> 'We know you all want to be in there, and we value your
opinions
<Suz_Simu> And the Vault boards really provide us with a lot of that
kind of input as well, already
<Bruce_Simu> Can anyone tell I play GemStone III and DragonRealms a
lot, by the way I tend to put a ' in front of my sentences?
<Eric_Simu> Yes, in a way the HJ Vault boards is a focus group of a
sort.
<luxor_vault> <Densetsu> Will simu employees actively keep a
world plotline going on? Players can only do so much...
<Russ_Simu> They do, although there's a distinct tendency
to...shall we say, drift? <g>
<Bruce_Simu> Short answer is yes.
<Dave_SIMU> Why stop at just one plotline? ;)
<Suz_Simu> History and all that will fall under my group - and we have
a lot of ideas for that kind of thing.
<Suz_Simu> (This is if we build our own system from the ground up,
rather than using an existing system). We'd like the players to learn about
the world, what's going on, and what has gone on through in-game means...
<Suz_Simu> ...like libraries, in-game periodicals, etc.
<Suz_Simu> And as far as plotlines - we'll have a whole slew of people
whose job it is just to make sure fun things are going on at all times
<Aurum_Vault> <Stonur> Will there be some sort of player
allegiance system sortof like in Asherons Call, where players can actually
run some sort of "office"
<Eric_Simu> We've looked closely at that possibility. We are
still developing ideas along those lines.
<David_SIMU> Its always worth taking a look at our existing products
so you can get an idea of how we think. We've had player organizations going
back about 10 years now.
<Russ_Simu> Hope I'm not giving away any secrets, but Mike's real big
on player-centered political systems.
<David_SIMU> Guess he'll be running for office soon then.
<Dave_SIMU> Mike for Mayor!
<Bruce_Simu> he's corrupt enough :)
<David_SIMU> Mike, wana comment?
<Russ_Simu> Anyway, those who want such things have an ally already in
place. ;)
<Jhyrryl_SIMU> 'Mayor?
<Jhyrryl_SIMU> I was thinking more gandoise.
<Dave_SIMU> Intergalactic Space God is already taken though.
<Jhyrryl_SIMU> I'm very intrested in politcal systems that give
players a sense of control over the environment.
<David_SIMU> One thing to keep in mind is that our products are
evolutionary. Because they are a dynamic toolset, rather than a static
"game" per se. GameMasters are constantly adding new aspects to the game.
This will be true of HJ as well.
<luxor_vault> <A_Paladin> Thing I loved in DR was the town
invasions, fests, and quest(non-$)... Will you be keeping those in HJ... I
just love thoses rare items from invasions and protecting my city till the
end(Gorbesh)..
<Russ_Simu> I can't imagine a Simutronics game without that sort
of thing...
<Suz_Simu> I sure hope so. That's one of my favorite things too. :)
<Dave_SIMU> That's what we do best. :)
<David_SIMU> Yes.
<David_SIMU> Only we'll be doing them on a much bigger scale.
<Russ_Simu> That was an -easy- question!
<David_SIMU> And with graphics.
<David_SIMU> (grin)
<Jeffg_SIMU> definately, even to the point where the invaders win and
start selling their own gear in the shops hopefully
<David_SIMU> Yeah, and enslave the entire player population.
<David_SIMU> That one is already planned.
<Russ_Simu> Oooh! Can I hang members of the resistance then?
<Dave_SIMU> Our NPCs will even sell themselves on ebay... well, maybe
not
<Jeffg_SIMU> nah save em for catapult ammo
<David_SIMU> Don't laugh. A pirate invasion in one of our games had a
lot of players taken hostage.
<Aurum_Vault> <DaveMarkell> I'm curious about HJ bot
performance and spawning. Will bots be mobile, stationary, or both? And will
spawn points be constant, or random? I hate the camping that predicatable
spawns/stationary bots causes. I also have concerns about multiple
characters per server, and the muling that always results from this.
<David_SIMU> bot?
<Russ_Simu> critters.
<David_SIMU> Critters are called BOTS!?
<Aurum_Vault> AI/spawning I believe
<Eric_Simu> Critter AI and Critter deployment.
<Russ_Simu> Hehe
<Eric_Simu> Megatron just arrived.
<David_SIMU> The second critters are called BOTs you KNOW it ain't a
roleplaying game anymore.
<David_SIMU> The only predictability in critters will be that they
tend to inhabit logical areas of the world...
<Jhyrryl_SIMU> Well, not fantasy RP anyway.
<David_SIMU> Which brings up an interesting story...
<David_SIMU> We are as guilty as anyone when it comes to having Giant
Rats in our games....
<Eric_Simu> glances at David.
<David_SIMU> Well, like most, these are low level critters... In one
of our games...
<David_SIMU> We had a lot more newbie players than rats to fight...
<David_SIMU> So some of the players hit on an idea to try and lure
some of the rats out of the crowd by...
<Russ_Simu> I'd like to think that the only "fixed" spawn points will
be in places that players can't reach...without clearing the surrounding
areas, like the center of the Orcan Empire (just an example).
<David_SIMU> buying cheese at a local merchant and dropping them like
crumbs for them to follow...
<David_SIMU> Of course the rats didn't know anything about how to deal
with this, but the second a GM noticed what the players were trying to do...
<David_SIMU> the rats were recoded to actually be attracted to the
cheese.
<David_SIMU> The lesson here is, in a dynamic game like we make...
nothing is predictable.
<luxor_vault> <Torinak> If multiple characters per game world
are allowed, how will the problems of character mules be handled?
<David_SIMU> Eric?
<Eric_Simu> Very carefully.
<David_SIMU> (smacks forehead)
<Eric_Simu> there has been some discussion about this...
<Eric_Simu> ...we could put storage lockers into the game like we have
in our toher games...
<Eric_Simu> ...we could prevent "mules" by not allowing dropped items
to stay in the game when they log...
<David_SIMU> I favor having personal "space" possible. Ownership of a
home allows for more logical hording of "stuff".
<Eric_Simu> I agree with David.
<Russ_Simu> I don't really see mules as -the- problem. They are
generally a symptom of imbalances in trade skills or justice systems. With
careful work on these systems, you'll rarely see any use for a mule.
<Eric_Simu> We dont' have mules in DR or GSIII simply because people
can store their items in an IC way.
<Dave_SIMU> It's mostly a matter of planning in advance... making sure
that a solution for one problem isn't going to create a whole new problem.
:)
<Eric_Simu> People need to store stuff.
<Eric_Simu> So we'll plan for it.
<Aurum_Vault> <Fulrak2> Are there plans to let players fly?
And if so does that include a flying race?
<Bruce_Simu> See above :)
* Suz_Simu is already an angel.
<Russ_Simu> Heh
<Dave_SIMU> Just build a big enough catapult...
<David_SIMU> So far, yes.
<David_SIMU> But lower priority... compared to getting the game to
market.
* Valen_vault saw a player fly on a dragon at E3
<David_SIMU> We can always add as we go, given our technology
foundation.
<David_SIMU> Anyway, if someone is annoying you can tell them to buzz
off. And they might be able to.
<luxor_vault> <Qyan> What modes of travel might be used?
(boats, baloons, wagons?)
<David_SIMU> Yes.
<David_SIMU> Dragons, too.
<Eric_Simu> and more
<Suz_Simu> Horses, carts... whatever we can dream up
<Dave_SIMU> trains? :)
<David_SIMU> Should see the boat system in DR.
<Eric_Simu> Gerbil powered trains.
<David_SIMU> We can just add them as we see fit.
<David_SIMU> Just kinda pour the content and mechanics in as the game
goes along. This is how our other products work.
<Jhyrryl_SIMU> Movement is a basic function of characters in a game.
In our current game, moving characters is a very simple thing, it's more a
matter of how to represent the movement.
<Bruce_Simu> The real benefit of the engine we're designing is that
anything can be added later on down the line. Nothing is fixed, everything
is variable :)
<Suz_Simu> as an example, in GS3 we have an airship, a juggernaut
(that travels by burrowing underground), boats, ships, rafts, etc. We love
doing it all
<Aurum_Vault> <A_Paladin> In combat: Are you going to stay
with the on idea in DR that there is no TRUE hit points. Where you lose an
arm... get a scratch, bolt goes in mouth and out the back of the head, etc.
I think you guys did a great job on that.
<David_SIMU> See above.
<David_SIMU> If we use our own system, it'll be quite unique. I favor
modeling the FEEL of combat.
<David_SIMU> That is something not done very well so far in the
graphical games.
<Dave_SIMU> nod
<David_SIMU> Regardless of the mechanics, the real trick is to make
the on-screen representation of combat more interesting thatn just
characters waving swords at a bobbing critter.
<luxor_vault> <Gannyx> Hiya...my question is: has a definite
decision been made to include a complex and interesting trade system in
Hero's Journey? (shameless plug: we the players want it!!!)
<David_SIMU> Oh I hope so. I wouldn't let DragonRealms ship until
traders were working.
<Dave_SIMU> or doing math at each other until somebody hits zero. :)
<Eric_Simu> glances at David.
<David_SIMU> :)
<Eric_Simu> We reworked Traders twice before we opened.
<Eric_Simu> And we've reworked them several times since then.
<Dave_SIMU> and at least twice since then.
<Dave_SIMU> heh.
<Jeffg_SIMU> What we do not want to do is add whole systems of trade
that produce items that have no use.
* Jhyrryl_SIMU nods at Jeffg.
<Jeffg_SIMU> There's no need to write an intricate blanket weaving
system if no one wants to buy blankets
<Dave_SIMU> No Hummel figurines.
<Jhyrryl_SIMU> Nothing like spending 100 hours building systems no one
uses.
<David_SIMU> Issues, Mike? :)
* Jhyrryl_SIMU whistles.
<Dave_SIMU> hee
<luxor_vault> Well it's been an hour! You guys want to go a bit
longer, right? ;)
<David_SIMU> Okay, we'll keep answers briefer to try and get
through some more.
<David_SIMU> We apologize we can't be more specific regarding game
mechanics just yet. But we should have this resolved shortly.
<Bruce_Simu> I'm gonna have to leave in about 5 minutes, but others
might be willing to stay :)
<Aurum_Vault> <Fulrak2> Is there any possible way we can have
just one instance of the game world? I really hate seperate servers/shards.
<David_SIMU> That is our goal.
<luxor_vault> <Bill> Please comment on Overland Travel.
<David_SIMU> One of the ideas we are working on is this...
<David_SIMU> Areas of the virtual game world will be segreagated into
servers...
<David_SIMU> So you will be in one world, and can travel to see your
friends regardless of what server they are on. It should be relatively
invisible.
<David_SIMU> This works into the overland travel thing too...
<David_SIMU> Chunks of the world segregated into servers will be
accessable only via the over land travel abstraction.
<David_SIMU> (Since they are not connected in a high-bandwith,
real-time sense)
<David_SIMU> BUT...
<David_SIMU> We also want to have the possibility of completely
seperate servers so that we can have alternate universes... For example,
we...
<David_SIMU> could setup a server where it's bacily a free-for-all PvP
enviroment.
<David_SIMU> For those unfortunately people who like that.
<David_SIMU> :)
<David_SIMU> ga
<luxor_vault> <Stonurhasnot> Is there gonna be a sky? it adds
realism
<Jhyrryl_SIMU> <g>
<David_SIMU> Uh
<David_SIMU> Our camera view is a lot like UO (only in 3D).
<David_SIMU> So, yeah... the most amazing sky you can imagine!*
<Dave_SIMU> Nah, the planet is inside out, so you can look up and see
the ground on the other side <ducks>
<David_SIMU> *You can't look up.
<Jhyrryl_SIMU> Cloudworld, Vigil
<Suz_Simu> Only out? ;)
<David_SIMU> By the way...
<David_SIMU> The reason the camera is 3rd person has a lot to do with
the dyanmic nature of the world. Since the terrain (and everything else) is
streamed down...
<David_SIMU> and dynamic, you need to have a limited view distance in
order to accomodate such a thing in a low-bandwidth enviroment.
<David_SIMU> ga
<luxor_vault> <Alerlean> Will there be a premium package
where one group of people eg the monied ones gets an advantge from real
world wealth.
<Bruce_Simu> Sorry to bug out, folks... another committment calls
me. Have fun, and thanks for sharing your excitement with us, both here and
on the boards. Good night!
<Aurum_Vault> Thanks for coming Bruce!]
<Suz_Simu> Night, Bruce. :)
<Jhyrryl_SIMU> Later, Bruce.
<David_SIMU> The business model is still to be decided.
<luxor_vault> thanks bruce!
<David_SIMU> Depends on the partnerships we strike too. :)
<Bruce_Simu> My pleasure :)
<David_SIMU> But, traditionally, we like to offer various levels of
game play at different price points. We were the first wih $9.95, by the
way. :)
<Aurum_Vault> <A_Paladin> How will you handle GORE in the
game... I say keep it all in the game and make it feel more real
<Jhyrryl_SIMU> We need people to model their intestines...
<Suz_Simu> oy
<Russ_Simu> I heard someone say we wanted it gory enough to turn
stomachs...then offer player options to tone it down to personal taste. ;)
<David_SIMU> I love gore. You can adjust it to suit.
<David_SIMU> You can already turn off the blood spurting.
<David_SIMU> ga
<Suz_Simu> Have sort of a gore-ometor with a dial you can spin? From
Mildly Bruised to That's Disgusting!, David?
<Jeffg_SIMU> lets add a pressure system so it can be set to ooze,
pour, spurt or blast
<Eric_Simu> From sissy to paint em red!
<luxor_vault> <LegendWeaver> If you end up having to develope
your own in house game system, will it be possible for outsiders to submit a
system for your consideration?
<David_SIMU> Of course!
<Jhyrryl_SIMU> It's called getting hired as a GM. :)
<Russ_Simu> We've got dozens of folks already doing that on the Vault
boards, too. ;)
<David_SIMU> Though we do also work closely with our customer base in
our own message boards and forums (chats).
<Suz_Simu> All the GMs and Producers were players first, remember. :)
<Eric_Simu> Yes, get involved on the boards.
<Andy_Simu> and BOY do they post.
<Eric_Simu> Many of the systems in our games were first suggested on
our message boards.
<David_SIMU> Yup.
<luxor_vault> <ADS> What can you tell us about the graphical
emotes and our ability to customize them? (If implemented at all)
<David_SIMU> A special area of interest for us...
<David_SIMU> First of all, a lot of animations will be devoted to
expressing yourself...
<David_SIMU> And as time goes by, more and more will appear (they just
download on demand)....
<David_SIMU> The key, though, is in the ability for you to personalize
your character by grouping animation sequences...
<David_SIMU> and adjusting some of the properties of them (speed of
playback, flamboyance, etc.). Then those groups are assigned to say
'moods'...
<David_SIMU> Then you simply adjust your mood-of-the-moment.
<David_SIMU> You can always vary these settings as your character's
personality evolves.
<Aurum_Vault> <Stimwalt> Seems HJ will have an industrial
meets magic world, what kind of items will the industrial side of this or a
combo of indie + magic yield for players?
<David_SIMU> Suz?
<Russ_Simu> Steam-powered rollerskates!
<Suz_Simu> Currently, we're planning on a look that is sort of...
<Suz_Simu> Da Vinci inspired, so things like ornithopters are the
first that come to my mind (for some unknown reason)
<Suz_Simu> Technology that has been gained and then lost and is now
being rediscovered gives us a whole slew of possibilities
<David_SIMU> Too much MtG
<Eric_Simu> De Vinci is pre-industrial ... technically speaking.
<Jhyrryl_SIMU> And the steam comes from entrapped fire and water
elementals.
<Russ_Simu> minaturiztion is gonna be a real problem, though...
<David_SIMU> hehe
<Suz_Simu> I personally love contraptions - not sure about the other
guys, although I think David is with me on that
<David_SIMU> It gives a unique flavor.
<Jeffg_SIMU> if you've ever seen that film about the history of
flying, where all the goofy airplane inventions tried to fly and failed.
Well in HJ, all those attempts would work.
<David_SIMU> THOUGH, this is also subject to the possible existing
game system out.
<Russ_Simu> I like it, for one... I was always fond of Weis and
Hickman's tinker gnomes.
<Suz_Simu> It'll be interesting to build things without having to
describe them in text. Something new for me. :)
* Suz_Simu nods to David.
<David_SIMU> You
<David_SIMU> oops
<David_SIMU> You'll have to describe them in text for the artists. :)
<David_SIMU> ga
<Suz_Simu> True. :)
<Lockeworth> <Benzali> Are you considering using Inverse
Kinetics to allow players to aim their attacks and do special maneuvers made
on the fly in combat?
<David_SIMU> IK is part of the animation system to allow it to
adapt pre-recorded sequences to the situation.
<David_SIMU> So, I think yes is the answer.
<David_SIMU> But you don't aim, as in say Quake.
<David_SIMU> But the combat sequence should appear more natural as a
result of this.
<David_SIMU> ga
<luxor_vault> <weasel> Any word on training / teachers?
(player's teaching players, etc?)
<David_SIMU> Eric?
<Eric_Simu> Yes, we've discussed it as a possibility.
<Eric_Simu> It's something that's pretty neat in DR because it
encourages groups to sit and talk to each other.
<Jhyrryl_SIMU> It's also partially dependant on the 'see above'
mentioned above, as well.
<Eric_Simu> ga
<Aurum_Vault> <Serafina> Considering the incestous nature of
the game industry, are you at all concerned about recruiters raiding your
company?
<Russ_Simu> heh
<David_SIMU> Um, yeah.
<David_SIMU> But if they are willing to pay me enough, I'll go!
<Suz_Simu> Nooooooo!
<Dave_SIMU> lol
<Eric_Simu> pulls at David.
<Jhyrryl_SIMU> 'Hey, er.. I get your stock. :)
<Jeffg_SIMU> ask em if they need a theme song
<Suz_Simu> We'll staple your office door shut, David. ;)
<David_SIMU> It is a problem, but on the other hand people get laid
off all the time at these companies too. :)
<Russ_Simu> I really like that phrase..."incestuous nature of the game
industry". :)
<Suz_Simu> me too
<luxor_vault> <Fredian_Furryfoot> The music... will it be
mp3, midi, or what? Will it be always running, or just in certain places?
<David_SIMU> I want Jeff to look into DirectMusic. :)
<Jeffg_SIMU> Dmusic definately, but running all the time hopefully not
<Jeffg_SIMU> My perfect model for music would be you hear music when
musicians in the game are playing it
<Dave_SIMU> Atmospheric things tied to a particular location, maybe.
<Aurum_Vault> <Torinak> Will HJ support operating systems
other than Windows 9x?
<Jhyrryl_SIMU> Windows 2000
<David_SIMU> Good question.
<David_SIMU> Right now that's the market.
* Valen_vault starts chanting LInux Linux Linux
<Dave_SIMU> Always with the option to turn off our music too, as cool
as it'll be. (Is listening to Bjork now)
<David_SIMU> No descision has been made on other OSs yet.
<Russ_Simu> Hard to justify a port for 5% of the market...
* Andy_Simu starts chanting Freebsd. Free bsd. Poor bsd.
<David_SIMU> Howabout BEos! :)
<Dave_SIMU> heh
<luxor_vault> playstation 2?
<Russ_Simu> Poor bsd...
<David_SIMU> PS2.... hmmm. :)
* Andy_Simu starts to chant PalmOS, and realizes what he just said with a
grimace.
<Aurum_Vault> Linux?
<David_SIMU> Linux will run the server. :)
<David_SIMU> ga
<Jeffg_SIMU> port HJ to gameboy yeah baby
<Dave_SIMU> Port it to Screenfridge.
<Russ_Simu> The problem is that Linux is a very small portion of the
market... most gamers with Linux are techno-geek enough to also have Win9x.
<Lockeworth> <Fredian_Furryfoot> What games, projects,
movies, or other things influenced you in your works?
<David_SIMU> What doesn't influence us?
<Jhyrryl_SIMU> Checkers.
<David_SIMU> Mostly South Park, I think.
<Jeffg_SIMU> Starflight, best game in 16 colors I ever played
<David_SIMU> I got started with Scott Adams adventures.
<Eric_Simu> Bards Tale
<David_SIMU> Anyone remember those?
<Jeffg_SIMU> Pirate Adventure!
<Eric_Simu> Dungeon Master
<Suz_Simu> I was just going to say - everything, I think. :) In the
case of H&X, obviously we were influenced by the TV shows. :)
<Jhyrryl_SIMU> Zork
<Russ_Simu> In my case, about 40 different table-top RPG's... several
hundred computer games, and countless board and card games.
<Suz_Simu> Leather Goddesses of Phobos :>
<David_SIMU> The REAL Zork, not the new wizzy stuff.
<Jhyrryl_SIMU> Right. On the C64.
<David_SIMU> By the way...
<Eric_Simu> The original Adventure.
<Dave_SIMU> I never really played many non-computer RPGs... GemStone
III was the first one I got seriosuly into. :)
<Aurum_Vault> The text-based Zork games ruled. :)
<Dave_SIMU> But lots of books. Loooots of books.
<Russ_Simu> Funny thing, I -hated- text games, until I found
GemStone...
<Jeffg_SIMU> I spent $450 to expand my Ti994a to 48k and a half sided
dick drive just to play Zork
<Suz_Simu> hehehe, Jeff
<Russ_Simu> That's our boy... ;)
<luxor_vault> I got a questions, but it's mainly for Ratcliff, but
here goes: what do you think about the gforce256 and can the engine support
hardware t&l or tbuffer technology?
<David_SIMU> I can answer that Lux...
<David_SIMU> The basic problem with T&L engines in hardware is
that they are not fast enough to do 100% real-time lighting of arbitrary
complex enviroments...
<David_SIMU> THe reason you can do it in software is because you
cheat. You cheat like hell!
<David_SIMU> The T&L engines don't consider cheating, they try to
do everything accurately.
<David_SIMU> And won't settle for anything less.
<David_SIMU> So what you get is the ability to only do a few lights.
Even in hardware.
<David_SIMU> So the jury is out in how to make this work in a game
like this.
<David_SIMU> On the other hand, we really don't need it.
<Russ_Simu> But the numbers for the GEForce are -very- impressive... I
can just see the artists drooling over the huge new poly limits.
<David_SIMU> Faster fill rates and a way to stream vertex data faster
is what we really need. Also cards that really do what they claim. :)
<Aurum_Vault> <Fredian_Furryfoot> Do you guys at Simu have
any words for the 'axed' members of the Middle-Earth Development team? They
love it when fellow devs share their thoughts on the situation at Sierra and
all.
<Eric_Simu> We're going to mooch all their good ideas.
<David_SIMU> Yes, COME JOIN OUR TEAM.
<Eric_Simu> <grin>
<David_SIMU> We're hiring.
<Suz_Simu> David types faster than I do. :>
<Russ_Simu> I was very disappointed in Sierra. I was extremely curious
to see how some of the more "edgy" design decisions would work out. ;)
<David_SIMU> Contact Bruce...he'll take all the talent he can get. :)
<David_SIMU> ga
<Lockeworth> Mine ;) : The HJ Vault was mentioned as a 'quasi-focus
group'. Who all on the HJ Dev will/can/wants to (heh) devote some time to
reading/posting/'debating' with the fans?
<Russ_Simu> Hee! Me!
<Eric_Simu> I don't post yet, but I read it regularly.
<Russ_Simu> I gotta bad message-board jones. ;)
<Suz_Simu> No fair, Lockeworth. ;) (He already asked me that)
<Andy_Simu> I read there every couple days. I don't post because I
have nothing new to add.
<Jeffg_SIMU> I read me, even post when I have something goofy to say
* Jeffg_SIMU mumbles something about typo night
<Russ_Simu> Like the GvG system...
<Suz_Simu> I'll be back now that I'm official. Stayed away for awhile
because I figured you guys were all asking yourselves, "But who the heck is
SHE?!" Now you know. :)
<Jeffg_SIMU> GvG is essential!
<Russ_Simu> Not to mention unique...
<Dave_SIMU> I try to keep an eye on what's being discussed even when
there's not enough time to read everything in detail. Every once in a while
I go crazy though :)
<Jhyrryl_SIMU> I've been away awhile, but I'll be move involved with
the boards again soon. :)
<Suz_Simu> I do admit to getting lost in all the PvP arguments though.
Whew
<luxor_vault> <Cluge> Are you coding in C or Java? Why one
over the other since you are (I would think) going to try and market this to
as many people as possible.
<David_SIMU> C++
<David_SIMU> Who cares what language it is in?
<luxor_vault> <Serafina> Can you have sex in HJ?
* Valen_vault coughs
<Dave_SIMU> heh
* Suz_Simu chokes.
<Russ_Simu> Hehe
<David_SIMU> Of course.
<Jeffg_SIMU> you'd need a really big monitor
<Dave_SIMU> rofl
<Jeffg_SIMU> else you might fall off
<Suz_Simu> Sorry - I just keep wondering who's going to do the motion
capture on that. :>
<Valen_vault> LOL
<David_SIMU> Um...
<David_SIMU> I've already got some volunteers.
<Dave_SIMU> And remember, we ARE hiring
* Suz_Simu stole that Joke from David. Sorry!
<David_SIMU> hehehe
<luxor_vault> <ADS> What's the word on multiple monitor
support?
<David_SIMU> Definite
<David_SIMU> Will be done.
<David_SIMU> Good news for G400 owners.
<Jhyrryl_SIMU> Double motherboards with two AGP slots each and the new
dual Matrox cards in each slot = 8 monitors?
<Dave_SIMU> Better make 'em LCD displays Mike, all that radiation adds
up :P
<luxor_vault> <A_Paladin> Can we expect so see any new
screenshots or movies soon? That kinda stuff really helps spawn more ideas
and creat more interest.
<David_SIMU> Frankly...
<David_SIMU> We slowed down on that because a lot of our innovations
were showing up in competitors announcements as if they had suddenly thought
of them.
<David_SIMU> It was causing us to re-evaluate our approach to all
this.
<Eric_Simu> Yeah, but they'll botch it :)
<David_SIMU> We're going to go cautiously for now.
<luxor_vault> <Fredian_Furryfoot> Will NPCs act like real
people - for example, will they curse and swear when they stub their toe
(hint hint), or wander around belching and punching people when drunk?
<David_SIMU> NPCs will be cool, but lets face it... why try and
recreate people when so many REAL people will be in the game.
<Eric_Simu> We plan to push the limits of what NPCs can and will do as
far as we can.
<Jhyrryl_SIMU> Real people don't act that way. ::hiccup::
<David_SIMU> I favor investing that development time in things that
matter, like game play.
<Valen_vault> or more gore
<Eric_Simu> lol
<David_SIMU> Yes, more gore.
<David_SIMU> ga
<Russ_Simu> But I can pretty much guarantee that we'll get at least
one GM (and likely many more) who's passion is good NPC's.
<Jeffg_SIMU> don't expect to see an NPC stub his toe and expect to
come away without needing a towel
<Dave_SIMU> Our NPCs will behave very realistically when you
disembowel them.
<luxor_vault> <Vil> will character's look different on a
modify your outfit scale....or will anyone wearing a specific type of armor
all look the same?
<David_SIMU> The plan is to make everything look as distinct as
possible. We've not worked out the technology on this part yet...
<David_SIMU> So I'll have to punt here and say we have high hopes, but
no promises yet on what exactly can be done given the limitations of
technology.
<luxor_vault> ...lets end up with a hard one: <Torinak> If
you could discuss any MMORPG-related issue with the dev team of any of the
current MMORPGs (without fears of idea-swiping), which team and which
issue(s) would you choose?
<David_SIMU> (blink)
<Dave_SIMU> hmmmm.
<David_SIMU> We encourage them to keep doing what they are doing. :)
* Aurum_Vault cues the jeopardy music
<David_SIMU> Go Team!
* Suz_Simu grins.
<Jeffg_SIMU> Interface ease of use with the Mankind team in France
<Dave_SIMU> lol
<Jhyrryl_SIMU> ::chuckle::
<David_SIMU> Especially those purely static worlds they keep creating.
More of that!
<David_SIMU> Or the marathon-click-fest interface designs.
<David_SIMU> We like when they do those too. Good job dudes!
<David_SIMU> I wouldn't change a thing!
<luxor_vault> One last question: what is the current time-frame for
beta and official release?
<David_SIMU> doh!
<David_SIMU> RSN
<Jhyrryl_SIMU> What's time?
<David_SIMU> You can't rush perfection.
<Dave_SIMU> When it's ready.
<David_SIMU> I anticipate you'll have something you can lay your hands
on late next year.
<David_SIMU> We'll call it HJ2000.
<David_SIMU> Wow, next year ain't far away.
<luxor_vault> Any closing comments?
<David_SIMU> I would like to thank everyone for their support and
all of the ideas on the vault! This has been tremendously helpful!
<David_SIMU> We've got a full two days of meetings on new technolgoies
for HJ starting tomorrow that I need to get some sleep for.
<David_SIMU> But I've had fun tonight. Thanks everyone. And remember,
the Vault is the place to be for this kind of stuff!
<Jhyrryl_SIMU> Must... do... research...
<luxor_vault> Thanks everyone! We'll have the log of tonight's chat
up at www.hjvault.com soon. Be sure to read for all the latest news on HJ.
<David_SIMU> Thanks Lux
<luxor_vault> going unmoderated in 20 seconds...
<Suz_Simu> Indeed - it's been fun. We'll be looking for you all on
HJVault. :)
<Jonric_Vault> thanks to the simutronics team and also to all you fans
for attending.
<Jhyrryl_SIMU> Night all. :)
<Jeffg_SIMU> It was cool
<Eric_Simu> I'd like to say that the HJ Vault has proved to be a fresh
and envigorating experience. I think we've gotten a great deal from the
discussions there and look forward to seeing future discusions.
<Jeffg_SIMU> nighters
<David_SIMU> (bow) (wave)
<Valen_vault> G'nite and thanks!
<Fredian_Furryfoot> Grr
<Jonric_Vault> safe trip home everyone 8-)
<ADS> charge!!!
<Russ_Simu> G'nite folks, and see you on the boards. ;)
<Lockeworth> Cya!
<oblivion> thanks for coming, simu folks
<A_Paladin> I hope its not a random pick on beta... I think everyone
here today and people on boards all the time should be kept on a list.. any
way that could happen?
<Gannyx> thanks all
<GoodnightDevTeam> I HOPT SO
<Fredian_Furryfoot> I didn't get to get my 5th question off!
<Jastev> Yea!
<Leck> G'Bye
<Bill> Break his legs before he can get away! No, him first!!!
<GoodnightDevTeam> err
<Jastev> Put me on the list
<Torinak> Thanks for taking the time to participate, Simu folks!
<Kremlore> there
<Fredian_Furryfoot> SOMEONE FROM SIMU, QUICK! ANSWER A QUESTION!
<menaleth> Thank you:)
<A_Paladin> hehe
<Jastev> Get them!
<Serafina> woohoo
<Maksin> Later
<Suz_Simu> hehe, we'll have plenty of room for y'all to help with
beta, I'm sure :)
Hero's Journey Stratics - Elonka Dunin Interview
Originally published at Hero's Journey Stratics on July 1, 2000

Elonka Dunin
|
On the third day of Dragon*Con, Stephen "Lockeworth" Cairns and fellow
Stratics staff members there (Adam "DarkSoul" Koehn and Mathew "Corolan" Lang)
received the chance to speak with Elonka Dunin of Simutronics.
Lockeworth: Hello, Ms. Dunin, thank you for allowing this interview for
our readers. Can you tell us who you are and what your role at Simutronics
is.
Sure, My name is Elonka Dunin, and I'm the General Manager of Online
Community for Simutronics. In our games, I'm also known as Simu Nova or
Reline. I've been with Simutronics since 1990 and I've been involved in
pretty much every aspect of our games for the past ten years. I've done
coding, puzzle design, customer service, management, and doc-writing, along
with anything you need to do to get a company off the ground from an
apartment loft. And now I have a corner office in the building where we're
based in St. Charles, Missouri.
L: What exactly does the Community Manager position mean?
A little bit of everything. I have people that work for me that manage the
online communities in my major products. For example in our flagship product
GemStone III, we have over 50 GameMasters, and hosts and mentors ranging
from volunteers who help out on the game, to paid contractors to a couple of
full-time employees in our offices.
Total in all our games, there are several hundred people who help out with
the game. Over 300 of those are paid contractors, while the rest are
volunteers in one form or another or they're compensated with a free game
account.
L: Several people in the Hero's Journey community have mentioned
Simutronics business sense, so what reasons motivated you to do it?
It is a product we've always wanted to do. There are many interesting things
we can do with graphical multiplayer games. Of course, we're seeing many
graphical multiplayer games that are out there. And we look at the design
elements in them. Some of them are good design elements but there are other
elements where we slap our heads, and say, 'They should've known this and
they should've known that!'
These are things we've figured out years ago and I wish we could've helped
them with their own graphical games. So there are a lot of things we have
learned from our over ten years in the business that we'd like to
incorporate into our game design of Hero's Journey. And any product that we
do, we're going to stand behind and keep alive as long as possible. We're
not a company that puts out a game and if it doesn't do as well as we
thought then we just shut it down and go onto another game. For example,
Modus Operandi is one of our smaller games, but it's still here because
there are players who enjoy it. And as long as they want to keep playing it
and if I have any say in it, we're going to keep it alive.
L: I know about 'Hero's Journey' as a literary plotline where a Hero
faces challenges, and has to overcome them and things like that. Is that
where you got the name?
David has always been good about coming up with names and stories, but I'm
not sure where he came up with the name for Hero's Journey. I guess that it
just sounded good to him.
L: Were you part of the group that decided to give a graphical MUD /
MMORPG like Hero's Journey a chance?
Sort of. I've been involved in Simutronics for many years. David Whatley,
the CEO of Simutronics, and I got the company off the ground in an apartment
loft in St. Charles, Missouri. We also had other people involved, Tom and
Susan Zelinski who co-founded the company with David, and Tom Tayon, another
programmer.
David had always wanted to do a game called Hero's Journey, a graphical
multiplayer game. This was back eight years ago so the technology wasn't
there to do it. So I do take some credit in keeping the dream alive. Over
the years as we were working on new products, every time we were talking
about what we'd do next I'd always ask "What about Hero's Journey?" But that
is the extent in my involvement in the decision to give HJ a chance.
L: This is the question every newbie in the Hero's Journey has asked, and
that is: What is the status of Hero's Journey?
The status of Hero's Journey is we're looking for funding for the project.
To do the game right we would need a few million dollars of outside funding.
So far we have not found anyone that has made us an offer that we really
like. So we have built a demo for the game and a videotape which we are
circulating to potential investors. And that is about it for right now.
We're not involved in weekly work on it, but it is a game and major project
we want to do. But we don't have funding for it right now. And there are
other major projects we want to do.
For example, if someone came along and said "I want you to do a vampire
game, and here's funding and a contract," then that is where our resources
might be put instead.
L: So then are you talking with a publisher currently?
We're talking with several different entities, but there is not one in
particular. And even if there were, I wouldn't be able to say who it was
until we have something signed. Because by saying and publishing it, it
might nix the deal.
Lockeworth: I think my fellow Stratics staff members have a few
questions.
Corolan: Why are you choosing to go with a publisher, instead of
self-publishing?
Well, to do this game right, it will take a few million dollars of funding.
Currently Simutronics is a healthy company, and as a matter of fact we made
the Inc. 500 list, meaning that we're one of the fastest growing private
companies in the country. However, our annual revenue is about five million
dollars a year.
So we could not afford to self-fund this game in a reasonable amount of
time. If we do bits and pieces over several years, yes we probably could.
But the problem with that is we are trying to spec out, now, what the
typical consumer computer will be like two years from now. So if we designed
the game in two years, it matches what we think we will have. But if we take
six years, it is going to be very out of date.
For example, we did have a game called ArchMage. The game was designed and
built, with effects, artwork and everything. You could go in and play it for
alpha testing, but then we had a contractual problem with the company that
was funding it. There was a sub company that got acquired and projects got
moved around.
So then the game had to be put on the shelf for awhile. By the time we were
able to release it, the game was already old technology and it wouldn't have
been a viable product if we were to release it. No one ever got to play it.
It was very frustrating for the team and very demoralizing.
C: I have a hard time understanding that it takes a few million dollars
to publish a game. I can understand once you have gotten past actual
construction, development and artwork -- all the behind the things
development -- you would need the money to pay for the shipping, boxing,
creation of CDs, creating the manual, but could you explain where most of
that money goes?
Well a major portion of the cost goes to the salaries of the people working
on the project. To get a really good programmer to do this kind of a 3d
engine, you're talking about some major salaries -- somewhere in the area of
100,000 dollars a year -- while artists also require a lot of money. And you
could get less expensive and/or volunteers, but when you are talking about a
multiple person team putting their full time effort into this, payroll
becomes a sizable part of the budget.
C: So are you currently looking for 3d programmers?
We are always looking for 3d programmers, and as a matter of fact we're
always looking for 3d artists. On the web site, we have a So You Want To
Work For Simutronics page where we have a two dimensional picture of an orc
and ask interested artists to put it into 3d format and send it to us. In
that way we can tell if they can really do what they say they can do. As a
matter of fact, we're not even looking for someone that has worked on other
games, or has a college degree. We care whether or not someone can do it.
And frequently the self-taught folks are better than the people with
academic credentials.
DarkSoul: For Archmage and similar products that didn't quite reach the
shelf, have you looked into the possibility of making a little bit of quick
cash by releasing as-is on the web?
It is possible and we also have an old game called Orb Wars that was a very
popular product on GEnie. And we actually have people contact us asking us
if we're going to bring it back. Even though it was basically an ASCII game
where an @ sign moves across the screen. It was a very fun game and we could
do it.
But there is also the risk that if we re-release a title and it is not good,
then the image of Simutronics tends to decrease a little. Like with Hero's
Journey, everyone is really excited about Hero's Journey because Simutronics
has a reputation of doing good games. So if we released something that was
mediocre, then maybe there wouldn't be as much interest in Hero's Journey or
any future titles by us. But personally I'd like to release ArchMage and Orb
Wars, but it isn't my decision.
C: I understand it is hard to put a date on a possible release date, but
if Hero's Journey did not get shelved in the next product decision time, and
if it was the main product Simutronics had, what do you think would be a
release date?
Assuming someone gave us a lump sum of money, which is kind of a pie in the
sky wish, but making the assumption, the contract was signed, all of the
permissions, licensing and paperwork were completed. Then my best guess, and
this is just a guess, would be about two years after the contract is
signed... but that is just a ball park guess.
L: Since it will be at least two years until Hero's Journey is produced,
what suggestions would you have to the Hero's Journey community in regards
to helping out the game or burning out on the project?
That is a hard one as I know that many of the fans have a huge anticipation
for the project. If I could give any definite timeline for it, I would, but
there isn't anything until we get funding. I could beg patience from people,
but it is hard to be patient when you don't know when you'll get the next
update.
All I can do is provide the information: This is a project we want to do,
but we don't have full funding for it yet. It might be something we could
get out in two years, it may not show up in five years, or it may be
something that goes on the shelf and doesn't see the light of day as we get
involved in another major project.
So knowing that, it is up to the fans as to what they want to do or where
they want to spend their time. And I'll be as honest as possible as to where
the status of the project is
L: Then what would be the sign that Hero's Journey will or will not get
shelved?
Well, Simutronics is going to do a major product, but we're not sure what it
is going to be yet. It might be Hero's Journey or something else. So until
we decide our next major product, Hero's Journey is as likely as anything
else. If we make an announcement that we are definitely going to do another
major product, then Hero's Journey will be on the shelf for awhile.
Lockeworth: Since Simutronics is hiring, I am sure many people would want
to know who is on the Hero's Journey development/design team. Could you give
a few, or all of the names and positions of people working on Hero's
Journey?
I don't know for sure everyone who is on the project. But the executive
producer is Bruce Ferguson, and he is the main person in charge of Hero's
Journey. He is trying to find investors, putting together financials, or
whatever requests a potential investor has. He is the keeper of the demo
videotapes.
There are a few other people in the office who have done stuff on Hero's
Journey. David Whatley is involved in the design of the game along with
on-site GameMaster/Developers such as Michael Paddock, Jeff Gatlin, Dave
Dean, Steph Shaver, and Russ Whiteman. I'm not sure how much each has
contributed. We also have Eric Slick, the producer of DragonRealms, Suz
Dodd, producer of GemStone III, Melissa Callaway, online community manager
for GemStone III, Eric Latham, online community manager for DragonRealms,
our artist Tracy Butler, and even our customer service team.
Among our programmers, there's Andy Finkenstadt, who is a very wonderful,
technically literate guy, involved in all kinds of things, such as being our
Oracle database guru. Bryan Files programmed the interface on the demo for
Hero's Journey. Jim Miller is the network administrator. Dave Metzener is
our senior developer.
Everyone in the company has helped at one point or another.
Lockeworth: As Community Manager, you are familiar with how Simutronics
gathers feedback and keeps fans up to date. Can you list some of those ways?
Sure, we have a feedback department in our office where we get email and we
also have a billing department where they can call in if they have a problem
with their account. We get a few hundred phone calls per week to the Billing
Department and I think at peak we got 3500 emails per week to our feedback
department. We generally try to turn those around in 72 hours, though
usually we can turn them around in 24 hours.
We also have our message boards on our website, which gets over a million
hits a day. Keep in mind that's only the only the number of times that a
user actually clicks on something, so there are many more messages viewed.
Overall, our message boards get about 50,000 new messages per month, with
some topics getting over five hundred messages a day. So we have another
part of our staff, GameMasters and GameHosts, who deal with monitoring the
message boards to keep them running smoothly.
L: Will Hero's Journey feedback and news to the fans be set up similar?
Yes, we'll have all the same avenues. We'll have feedback, message boards,
and the billing will go through our billing department. Plus, along with all
of our games, we have fan websites, hundreds and hundreds. And we have
guidelines for them and artwork, plus we link back to hundreds of them.
L: Were you part of the group that developed the Mentor Society?
Melissa Callaway, she was one of our DragonRealms gamers/GameMasters,
developed the mentor society. And then I hired her full time and now she is
the full-time community manager for GemStone III.
L: All the current Simutronics games have the Mentor Society or something
similar, correct?
We have it in all four of our IFE games [IFE means Interactive Fiction
Engine]. So that is GemStone III, DragonRealms, Modus Operandi, and Hercules
and Xena: Alliance of Heroes. We also have GemStone III Platinum and
DragonRealms Platinum, but since those are much smaller communities, new
players get "naturally mentored" automatically, and so we don't need to have
a specific team assigned to do it.
L: Would you like to see a similar program in Hero's Journey?
I think we should absolutely see something like the Mentor Society in Hero's
Journey. . Some way to greet new players, have them establish a 1-on-1
relationship with some more knowledgeable players, and then have these
mentors show them around to get them acclimated very easily.
L: You play games, right?
Yes, I do play games. :)
L: What games have you played and are playing?
I play any game that is fun :). I was a huge player of GemStone III, and
when I'm off-duty I play an empath in DragonRealms. I play many many
single-player games. I'm the type of gamer that plays a game all the way
through to the end. I've played Myst and Riven all the way through. And just
recently, on my GameBoy, I've just completed my Pokedex (the Yellow Pikachu
game), although I don't have my Mew yet. I enjoy the Dr. Brain games and
Carmen Sandiego games. The Discovery Channel has an interesting CD-ROM game
called "Byzantine" that takes place in the Middle East and you have to go
through the museum and figure things out. Alexei Pajitnov, the creator of
Tetris, currently working at Microsoft, did a game called Pandora's Box. I
am looking forward to Myst III and a neat fact I learned here at Dragon*Con
is that Brad Dourif, an actor in the Lord of the Rings movie, will also be
in Myst III.
I play science fiction, fantasy, medieval fantasy, space trading games,
historical fantasy games, and bird-watching games. I really like all types
of games. But my favorite games would be educational games where you learn
something as you're playing and it's interesting.
L: Can you relate a few experiences from your current games?
I like puzzles, things that teach me about language and history. Basically
something that gives me a piece of knowledge that is useful in the real
world, not just the game world.
One series of games that I really enjoy is the Puzz-3D CD-ROM series, from
Wrebbit in Canada. It is like the puzzles in the store where you have
styrofoam pieces that you fit together and build a 3d castle or something.
But what these folks have done is make a computer game on this. Which is
very satisfying for when you're putting the puzzle pieces together because
they click, stay together, and don't start sagging like styrofoam puzzles
sometimes do -- you have to superglue them together. :)
For example in the Notre Dame Cathedral computer game puzzle you put the
pieces together and once you have the whole cathedral built then a whole
other game is opened up where you can help the hunchback and help rescue
Esmeralda, and there are also little history bits with video which tell
about the architecture, arches, Victor Hugo and literature. That is the type
of game I really like. So far there are four games in the series, one where
you build the Orient Express, a Victorian mansion, Notre Dame cathedral, and
a Bavarian Castle. And as soon as they come out with another one I'm going
to buy it on sight. :)
In GemStone III, we had to add treasure elements into the game (gems). I
researched every kind of gem. I got books from the library and bought books
on gems. I made sure gems in the game matched as close as possible to real
world gems. Valuable gems in the real world were valuable in-game, while
cheap gems in real life were cheap gems in the game. But I didn't publish a
list of these gems, I just gave them values that were similar to real life.
So as people got into the game and the treasure, they learned what amber was
worth in relation to an amethyst
L: Wow, I didn't realize that when I played GemStone III. Very cool.
That is the best type of educational game, one where you don't realize
you're learning while you're learning.
Corolan: At the office, what do you say most Simutronics employees are
playing right now -- when they aren't working? :)
In terms of computer games, there is a new game in beta, Diablo II (now
live) which people are crazy about. What we have found out is that different
people at Simutronics play different games. For example, when Dungeon Keeper
came out, and before when Command & Conquer came out we lost a week's
worth of productivity to each. While for me, I have never been into Command
& Conquer or Dungeon Keeper but when Riven came out no one saw me for 3
or 4 days.
I should also mention that the folks in the office are mad about all kinds
of games, not just computer games. For example, we'll often get together in
the conference room after hours and play tabletop games. We've got several
folks that are completely addicted to "Settlers of Catan" a tabletop game by
Mayfair Games. We've also played everything else from "Pictionary" to
"Skipbo" to "Scrabble".
C: As a company, how do you combat that problem where you lose a week's
worth of productivity from ten of your employees? From a project directing
point of view, that can be a big deal.
Yes, and in most companies that would be a problem, but what we have found
is when people are playing these networked games people tend to stay later
at work and build up bonds between employees.
When the interest in the game fades what we'll have is a bunch of people
that get very very focused on whatever project they are supposed to be
working on and they stay very very focused on it -- staying until 3 in the
morning or staying up all night to get the project done. So we'll still have
a deadline where a milestone needs to be completed, and we'll still meet the
deadlines. So on average, I think the productivity loss is justified
Lockeworth: What fun stuff have you done outside of games?
I love traveling. Most of my traveling was pre-Simutronics but I have been
all over the world, and had been to every continent, except Antarctica, so I
knew I was going to have to go there someday.
I enjoy going to fan conventions, although that is game-related. I also
enjoy dancing -- folk to country-western to goth -- and I like to play
classical music on the piano. There are many other hobbies I also enjoy
ranging from genealogy to sign language to researching subcultures.
Lockeworth: Wow, very cool. You said you thought would 'have' to go
there? So you've been to Antarctica, how did that happen?
I am a member of a group called the Planetary Society. It was founded by Dr.
Louis Friedman and Carl Sagan. The Society promotes space exploration,
public education about the space program, and raises funding for certain
space missions. Most recently they raised funding for the Mars microphone,
though of course that didn't do so well last year!
In 1998, Dr. Louis Friedman sent out an open invitation to all the members
of the Planetary Society, that he was going to Antarctica and he asked if
any other members wanted to join him on an educational expedition. So about
fifty of us said yes, and I paid the ticket. I flew from St. Louis to Miami
to Buenos Aires, Argentina to Tierra del Fuego where I boarded a ship called
the Akademik Sergei Vavilov. Then we went south down the Beagle Channel and
across the Drake Passage to Antarctica.
There I saw thousands and thousands of penguins, enough penguins to say 'Oh
look, another penguin.' But they are always pretty cute and fun to watch :).
I also saw seals, whales and icebergs, which were an amazing color of blue.
A very wonderful trip.
DarkSoul: Since we're here at Dragon*Con, What is the most interesting
thing you have seen?
That is a hard question because there is so much going on. When I go back to
my hotel at night and try to jot down notes on what I did that day, it's
hard because so many things are packed into my day. Something that will stay
in my mind is that Bill Mumy, the actor and musician, was here. It seems
like every track I went to -- the Lost in Space track, the Babylon 5 track,
and he is at the Walk of Fame (where stars sign autographs) over on the
merchandise floor -- he was there and involved in it. Aside from acting, he
also has a one man band where he performs and entertains the audience. He
probably has the longest line at the Walk of Fame but he was friendly and
personable to each fan.
I enjoyed seeing information on the Lord of the Rings movie, and the movies
that fans put together like the Fandom Menace where they documented the
release of the Phantom Menace, Trekkies which I saw for the first time, and
I like seeing the blooper reels. The costumes here are amazing. Some seem to
require two or three people to carry the parts of the costume, while I know
there are enough Imperial Stormtroopers to form a legion and one lady that I
saw walking by had probably six inches of a platform shoe with 12-inch spike
heels lifting her above that.
But being able to talk to everyone and feeling like I'm in an environment,
feeling like a fan and everyone has common interests that they can talk
about. That is what I enjoy most about Dragon*Con.
Corolan: At the virtual sales in MMORPGs panel, I touched upon this
briefly where Ultima Online Two will introduce the ability in the game
itself to sell items in the game for real world money. And you had a very
strong opinion that but it was only expressed in a few worlds, so can you
elaborate?
Wow, that is a really hot topic that is probably worth an entire new
interview on its own. And many of our customers have very strong opinions on
that both ways. So maybe in a follow-up interview we can cover that.
Lockeworth: Speaking of conventions, what was the Simutronics convention
like?
A couple weeks ago we had SimuCon 2000, one of our annual conventions. It
was the largest collection of online gamers meeting to just talk about
online games in the world. We had over 600 people. The actor Robert Trebor
(Salmoneus) from the Hercules & Xena TV shows came and signed
autographs. We talked about the games, announced new stuff upcoming, and
people came from GemStone III, DragonRealms, Hercules & Xena, and Modus
Operandi. We had games they could play at the convention, a hospitality
suite, and lots of parties. Also, we had another wedding. Two people who met
through our game GemStone III actually got married in real life at our
convention.
[Convention fact: This isn't the first time a marriage has occured.]
It was a fun, socializing event.
L: Do you think Hero's Journey will have its own convention?
My assumption is that Hero's Journey, as a Simutronics product, will
definitely have its own place at our SimuCon conventions in the future.
L: And will it get as wild as SimuCon and Dragon*Con?
I hope so! :).
Lockeworth: Hehe :) , thank you for taking this interview and thanks for
informing people on these issues which I know people have been asking about.
It has been my pleasure, and thank you for your time as well.
Hero's Journey Stratics - Dave Dean Interview
Originally published at Hero's Journey Stratics on August 30, 1999
First, I would like to thank Dave Dean for taking the time to answer our
questions about Hero’s Journey. Many of these questions were submitted by
players who are eager to learn as much as possible about this promising
MMORPG from Simutronics. Please keep in mind that as we are still in the
very early stages of game development, the information contained herein is
subject to change.
Welcome to the Tavern, Dave. Here let me get you a mug of Lotus ale while
you’re gathering your thoughts.
Stratics: Comfortable? Good. Tell us about your history with
Simutronics, and what your role will be on the Hero’s Journey Development
team.
Dave Dean: In July 1995 I was hired as an assistant GM in
DragonRealms, working with the magic system guru. Shortly after we opened
for beta on GEnie in February '96, it was pretty clear that he didn't really
have time to be a GM with all the other things going on in his life, so I
took over. The basic design and implementation of the magic system were not
mine, but since very few spells had been completed at that point I had the
opportunity to put my stamp on it fairly early on.
I was obsessed. I'd bring a laptop with me to work, and I'd put more effort
into DR than my "real" job. So in December '96 when I had the opportunity to
come work full-time as an Onsite GM at Simutronics, I went for it.
DragonRealms has been the main focus of my attention, up until the
development of CyberStrike 2. I implemented about a third of the
single-player missions and tweaked some of the others, put together many of
the mission briefings, and composed and recorded two of the four music
tracks.
With the recent staff reorganization, OSGMs received the title of "Product
Developer" and a new emphasis on development. I've backed out of
DragonRealms a bit in antipation of Hero's Journey, and meanwhile am working
with the other PDs on some special projects.
As for what my role on the HJ development team will be, at this stage I
don't know that myself. I would like to be involved in game design, and I
expect (and hope) I'll be up to my neck in implementation once we reach that
stage. I'd like to contribute some music and ambient background sound, if I
have the opportunity. But only time will tell.
Stratics: What do you believe should be the primary goal of a MMORPG,
and how might that goal be achieved in Hero’s Journey?
Dave Dean: I'm not sure one can say there's a single primary goal
that all MMORPG's share, unless it's something basic and obvious like "it
needs to be fun."
My interpretation of our business goal is that we want to be significantly
more successful than our competitors' current offerings. How we'll achieve
that is simply by having a better game -- more engrossing, more visually
attractive, more playable, and more actively supportive of social
interaction and roleplaying. All of our other goals flow from that.
Stratics: Relatively little has been revealed on trade skills in the
game. Can you confirm that a complex system of interesting and viable trade
skills will be available in Hero’s Journey?
Dave Dean: It's really too early to confirm anything specific about
gameplay. I'll have to admit that trade skills are not my personal interest,
but there has been much discussion of them in-house so far, in regards to
fun, advancement, and overall stability of the in-game economy.
Stratics: As GM Shalnhh, you were responsible for the magic system in
DragonRealms. What features and innovations would you like to see for the
magic system that will be used in Hero’s Journey?
Dave Dean: As soon as David Whatley confirmed that we'd be working on
Hero's Journey, I immediately started sketching out magic systems. Several
of them. There is a lot of unexplored territory there, a lot of possible
directions to go in, a lot of interesting things that can be done with magic
without straying too far from players' expectations or making the system too
weird to balance.
There's been much discussion about the balance of magic. The gap in
playability between high-level magic-using characters and non-magic-using
ones is an issue in many RPGs, and it's something I'd very much like to
address in this game. I think the solution is not to reduce the power of
magic, but to offset it with vulnerabilities and to make sure that the
non-magic-users have lots of new things to do as they advance.
I think it could be a lot of fun to take advantage of the graphical nature
of the game in a way that nobody has done before. A system of nodes and ley
lines, or magical energy fields such as is used in DragonRealms, could be
truly exciting if you can see it; magical items and living or undead beings
could have visible auras that convey information as well as just looking
really cool. It opens up all kinds of possibilities, such as creatures (or
possibly even player races) that see only in the magical spectrum, spells
and items that mask your aura, and so on.
Stratics: Who is your target audience? Will Hero’s Journey be
developed for the broadest player base possible, or will the game be
designed with the roleplaying community in mind? What specifically will
Hero’s Journey do to foster roleplaying and immersiveness?
Dave Dean: A major reason for going with a graphical environment
rather than a text-based one is to expand our player base. We intend to draw
in as wide player base as we can -- and recruit them into the roleplaying
community.
Everything from the animation system to the interface to gameplay elements
is being developed with two things in mind: roleplaying and strengthening
the sense of community. This has been GemStone's greatest strength, and we
hope to bring it into the graphical environment.
Stratics: As you know, PvP has been one of the most hotly debated
topics on the discussion boards. David Whatley has stated that he is looking
for an evolutionary step forward in developing a solution to the PvP
problem. What information can you give us on the solution being considered
for Hero’s Journey?
Dave Dean: We have the benefit of our own considerable experience
plus observations of our competitors' alternate methods to draw from. I
expect our solution will be more satisfactory than any so far. But like
government, I don't think there is any one "perfect" solution that will
completely satisfy everybody, just a zone of acceptable compromise between
freedom and security.
I don't want to get too specific, but one of the more promising
possibilities relies on the in-game, in-character justice system to
discourage antisocial violence without imposing artificial restrictions.
Stratics: Another frequently debated topic is the overland travel
feature allowing characters to move through the game world at an accelerated
pace. Do you have any additional information on how overland travel will be
handled in the game?
Dave Dean: I have nothing to contribute on that, sorry.
Stratics: One of the most important decisions made by a Development
team is the extent to which the game will focus on reality vs. practicality.
For example, in Ultima Online we saw a greater focus on reality (limited
communication, no PvP switch, etc.) whereas in EverQuest the focus was on
practicality (chat channels, PvP switch, etc.). Where do you believe Hero’s
Journey will stand on this continuum?
Dave Dean: Without intending any offense or disrespect to either
game, I think neither product truly reached those goals, if that's what they
were. For example, in UO you can chop down trees while on horseback and
sparrows will suicidally attack armored knights -- not terribly realistic.
In EQ, you can very easily lose your sense of direction, and it can get to
be so dark at night that you literally can't tell whether you're looking up
at the sky, down at the ground, or straight ahead -- not a friendly
combination for a new player trying to find their way around.
A good design should take both verisimilitude and practicality into account.
For example, a common treasure item in GemStone allows long-distance
communication via ESP. A good PvP solution can allow the freedom of choice
to attack, but ensure that there are consequences.
One way we've looked at this in-house is "level of abstraction." For
instance, using the overland travel map abstracts out the process of walking
around individual obstacles in the terrain. Finding an appropriate level of
abstraction is important, as players of Trespasser found out when they
fumbled around with the character's arm as opposed to just hitting a "use"
key as in most FPSs.
Stratics: What is your opinion on how character death should be
handled in Hero’s Journey? Do you prefer a “slap on the wrist” model like we
see in EverQuest, or a more serious model where death is relatively rare and
has severe consequences? Is permanent death being considered for the game?
Dave Dean: Oddly enough, I see death in MMORPGs mostly in terms of
the opportunity for social interaction. This is something missing from some
games, but in both GemStone III and DragonRealms, a character death quite
often means a party will come to the rescue, and require some teamwork
between defenders, healers and the person doing the resurrection. The dead
can simply abandon their body, but there's a penalty.
I definitely don't believe that every death should be permanent. I'm
personally questioning whether any permanent death at all is useful -- in
GemStone and DragonRealms both, you must make an offering to a god to ensure
that you can be resurrected, but people miscount or forget, and it gives
abusive players an opening to permanently destroy someone. On the other
hand, it does add an extra edge of fear and an incentive not to screw up!
Stratics: We understand that timelines are amorphous, especially this
early in the development process. With this caveat, can you tell us anything
about the general timeline that will be used for the focus groups, beta
testing, and game release? For example, are we looking at a 1-1.5 year total
timeline with beta testing starting in 1 year and focus groups starting in
the next couple of months?
Dave Dean: This is one I can't answer, and wouldn't want to guess at.
Stratics: How will quests, plot lines, world events, etc. be handled
in Hero’s Journey? Do you envision NPC-based quests (e.g., EverQuest),
GM-run quests (e.g., DragonRealms), etc.? Will these quests be unique or can
they potentially be repeated by different characters?
Dave Dean: I expect that, as in our current games, we'll have a
combination of GM-run and automated, one-shot events, ongoing storylines,
periodic events (annual goblin migration?), perhaps ticketed quests... a
variety of things.
Stratics: We’ve seen a sampling of the races that will be used in the
game through the screenshots and concept art that have been released
(Idorim, Dwarves, Grek, Birdmen, etc.). Can you give us any information on
additional races that are being considered for the game? For example, are
you open to the possibility of races that are not bipedal such as centaurs,
snakemen, etc.?
Dave Dean: We generally expect to start with somewhere around 10
player races. We have not written off non-humanoid characters as a
possibility, though they would require additional animation and artwork
resources beyond those common to all humanoids.
Stratics: What can you tell us about the possibilities for player
ownership (houses, boats, etc.)? It’s been hinted that Hero’s Journey will
surpass the competition by allowing players to not only own houses, but also
to own dungeons, hunting grounds, etc. Is this still being considered, and
beyond building towns will players have the ability to set up their own
governments, legal systems, etc.?
Dave Dean: I would say that player-owned hunting areas are a very
strong possibility, either at opening time or as a future addition. Mike in
particular has been talking of allowing players to hold executive, but not
legislative, office in governmental or military positions.
Stratics: One of the advantages of entering a maturing MMORPG market
is that you can learn from the mistakes of your predecessors. Are there any
lessons learned from games such as Ultima Online and EverQuest, and how will
Simutronics avoid making these same mistakes?
Dave Dean: Simutronics is not "entering" the MMORPG market -- we've
been in it for 12 years. I've personally grit my teeth while watching Origin
and Verant make some of the same mistakes we had already made and done our
best to correct. I particularly remember Richard Garriot's statement during
the UO beta, "I'm confident we'll have this PK problem licked..."
However, while I do feel we've always outdone them in terms of game systems,
social interaction and roleplay, we have some things to learn. This is our
first graphical RPG, which has some fundamental differences from the
text-based world. And there's definitely something to be said for the
commercial success of UO and EQ. I've found the games and the player
communities that sprung up around them worth some study. Particularly in the
interface area, and in nailing down the problem of social interaction in a
graphical game.
Stratics: What do you believe the character advancement system will
look like for Hero’s Journey (will it be skill-based, attribute-based,
class-based, etc.)? Two of the concept art releases indicate potential
classes in the game (Shadow Knight and Anti-Paladin). Does this mean you
have decided on a class-based system? What is your opinion on skill atrophy?
Dave Dean: It's not written in stone, but the idea that has been
bounced around the most is neither purely skill-based or purely class-based,
but a sort of hybrid multi-class skill-based system. Something that provides
some structure, but also allows for a lot of diversity and doesn't limit
players' options too much. Don't draw too many conclusions from the concept
art; it's there to help us focus on the direction the game should go
visually.
Out of context, skill atrophy is neither inherently good or bad. I believe
it can be part of a good advancement system, if the design and
implementation are good. Sounds like a cop-out answer, I know. One thing's
for sure, you can't add skill atrophy as an afterthought, as we found in
DragonRealms when we tried it on one specific skill for a short time.
Players don't react well when you take something away that they were used to
keeping.
Stratics: What steps (if any) do you plan to take to ensure that
players are unable to advance their characters through third-party macroing?
Will the game have its own system for supporting hotkeys/macros?
Dave Dean: I expect the client itself will be very secure, hopefully
to the point where no third-party software will be able to get behind the
wheel. I'm guessing that the client software will have a certain flexibility
in terms of configuring hotkeys and menu commands, with preventative
measures to avoid some of the abuses seen in other games.
Stratics: Will there be a contract system in-game (allowing work
agreements, loans, lease to own, condition-based rewards for quests/tasks,
etc.) accessible by the players?
Dave Dean: I'm not sure I understand the question... contracts
between players, or between a player and an NPC? Perhaps, though it's too
early to get into details like that at this point.
Stratics: What kind of communication system will exist in the game?
Will it be restricted to in-character mechanisms and limited in scope (e.g.,
no shouting to the whole zone)?
Dave Dean: I suspect it will be mostly restricted to IC mechanisms.
That doesn't exclude long-distance communication, we'll just make sure it
happens in an IC way.
Stratics: The mule problem has been discussed extensively on the
boards. Many have recognized the potential balancing problems associated
with trade mules (channeling wealth from a trade character to your main
character), bank mules (using a second character to store additional items),
city mules (using a second character to conduct your business in cities
where your main character is not welcome), merchant mules (having a second
character with maximum charisma buy/sell your main character’s items), etc.
Does Simutronics see this as a problem and if so what will be done to
address it?
Dave Dean: I expect very, very few people will go through the expense
and effort required to let them play two characters simultaneously -- they
would need two computers, two internet connections, two accounts and they'd
need to purchase two copies of the client software.
As for people who switch between characters, well... I personally am a bit
reactionary about that. I kind of long for the one character per account
limit like we had in GemStone in the pre-AOL days. But since there are an
infinite number of ways to play, I grudgingly admit that letting people have
multiple characters is worthwhile.
The advantage here is that we can design our game systems with the full
knowledge that people will swap money and items between their characters. We
need to recognize in advance that people who have a master craftsman
character capable of bringing in a significant income wil