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Gamer routinely features Developer Diaries: tales of what goes on
behind-the-scenes in the development studios making your favorite games.
In this entry, City of Heroes’ Senior Designer Chris “Baryonyx” Behrens
talks about the five main mandates that’ve shaped Paragon Studio’s
design of the game’s new endgame Incarnate Trials. Let us know what
you’d like to see developers discuss in future diaries in the comments.
With the addition of the Incarnate system in Issue 20: Incarnates, we
introduced a complete end-game experience to City of Heroes.
Fundamental to this experience is the Incarnate Trial. Since last April,
we’ve introduced six Incarnate Trials to City of Heroes, and the
upcoming Issue 22: Death Incarnate will bring the seventh, Dilemma
Diabolique.
Each Incarnate Trial has been designed to bring new and unique
experiences to our game, with challenges that are commensurate with the
rising power and skill of our players. From BAF (Behavioral Adjustment
Facility) and Lambda Sector, to the Keyes Island Reactor and The
Underground, to TPN Campus and Minds of Mayhem, each trial was designed
to push the limits of what we thought was possible in City of Heroes,
both for us and for our players.
However, we’ve been learning and constantly refining our development
strategy based on the feedback provided by our players. Dilemma
Diabolique embodies the latest step in our trial design philosophy. This
new Incarnate Trial represents a combined goal of providing a more
challenging experience to our players while introducing fun and
understandable game mechanics.
Some of the things we’ve learned that are incorporated into Dilemma Diabolique include 5 main lessons.
1. The importance of the “Rest Stage”
The initial trials, BAF and Lambda, did not include any “rest
periods” during which players can pause, gather their thoughts and
proceed to the next stage. Keyes, on the other hand, was designed with
intermediate stages, but these stages were more intended to facilitate
movement from location to location than actual “rest.” These trials
remain frantic throughout their duration.
Lessons from both of these combined to teach us the importance of
pacing the stages in a such a way to give players time to collect
themselves. When one stage’s location leads directly to the next, with
no transitions or abrupt mechanic shifts, we use a 30-second timer. When
one stage has a “transition”, either in locale or major mechanic, we
instead have designed the trial to allow players to choose when they
want to proceed. Both of these approaches come into play in Dilemma
Diabolique.
2. The importance of information
Incarnate Trials can be fast-paced, hectic experiences, and from very
early on we realized that we would need to provide more information to
our players than a raw MMO endgame encounter typically offers.
Initially, we tried to provide much of this information through
captions, floater text and the Help box affixed to each stage’s UI, but
this proved to be less informative than we desired. We have since begun
experimenting with using the UI itself to provide short text directions
that can guide players. These directions are displayed only when
necessary, and do not clutter the UI when they are not a factor in the
event.
Dilemma Diabolique represents the furthest development of this
system; entire mechanics are now explained in the UI during rest stages.
This is intended to help trial leaders focus the group on what’s
important in upcoming battles while they explain what to expect.
3. The importance of keeping player’s opponents within expectations
From the powerful stuns of the Olympian Guard to the deadly stones of
TPN’s protesting citizenry, we’ve occasionally made the “trash” enemies
in Incarnate Trials more difficult than would be expected. Regardless
of the reasons for that choice, the general consensus is that it’s a
point of frustration for players.
Based on these experiences, you’ll find that the “lesser foes” you
will encounter in Dilemma Diabolique will not have any overpowering
tricks up their sleeve. While some of the enemies do have mechanics
intended to make them priority targets, none of these villains have been
designed to be the force that stops your progression through the trial.
4. The importance of feeling well-rewarded
We have introduced some very challenging and difficult trials, but we
have not always done so with rewards equal to the challenge. The best
comparison for this is Keyes Island vs. TPN Campus.
Keyes Island, in its original form, was probably the hardest content
ever introduced into City of Heroes, but did not offer significantly
improved rewards to match that level of challenge. Players rightly
pointed out that simpler, quicker Incarnate Trials such as the BAF,
Lambda, offered equivalent rewards. On the other hand, the TPN Campus
Incarnate Trial we recently introduced is arguably even more
challenging, but players have embraced its difficulty partly because it
is also the most rewarding content we’ve ever produced.
For Dilemma Diabolique, we have tried to continue this trend. Though
it’s a less mechanically challenging or complex trial than either TPN
Campus or Minds of Mayhem, the increased base level shifts of the bosses
made us feel that “always on” Empyrean Merits, which are an especially
valuable endgame currency, was the way to go for this trial. Though
there are no mid-trial rewards—like the ones found in The Underground or
TPN Campus—we feel that the faster pace of the trial for maxed
Incarnates is reward in itself, since it makes accumulating Empyrean
Merits for our most dedicated Incarnates a faster endeavor.
5. The importance of mechanics
There have been times when we’ve designed mechanics with a very steep
learning curve, which could prevent even seasoned players from ever
feeling “at ease” with them. This, in the end, didn’t increase player
confidence in their mastery over an encounter, and could be quite
fatiguing.
In Dilemma Diabolique, we attempt to address this not by eliminating
complex mechanics altogether, but by a combination of better
explanations (as noted above), a reduced number of mechanics operating
simultaneously, and lowered potential for the mechanics to “make or
break” an encounter.
These are just a few of things we’ve learned over the course of the
past year, with the help of the feedback our players have provided
through their participation and thoughtful postings. We’ll apply these
lessons as we continue to develop new and interesting designs for our
trials. Combined, we’ll be better able to make fun and interesting
challenges for our Incarnate players. We hope you enjoy the result, and
that you continue to offer your feedback so we can improve the system
even more in the future.
To learn more about Dilemma Diabolique and the rest Issue 22: Death Incarnate, you can visit City of Heroes’ Facebook page or the official website.
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