Creating Campaigns: A Player Q&A with Kaervas
Wednesday, October 21st, 2009Most of the PoxNora community agrees the Broodcall campaign is the best one to date. To what would you attribute this, and do these new changes reflect the types of campaigns we’ll see in the future?
Broodcall was successful, I think, because of the randomization and the fact it is fairly open ended despite being story driven. The previous campaign ended up being less popular because it was heavily story driven but relied on the player’s tactics with starting units more than deck building. It’s likely in the future that campaigns will build off the Broodcall model, and randomization is something we will definitely do more of.
Do you have a team of people working on campaigns or are you the solo master?
I’ve been the sole campaign guy for the past 3 campaigns. We do have other people who can do them, but usually creating a single campaign is a one person job. Expansion 12’s campaign is going to be done by one of the other designers, as I’m currently working on other things. I do make it a priority to keep up with the single player community, but all our designers are familiar with all aspects of the game.
Have there ever been abilities or features you’ve wanted to implement into a campaign, but didn’t have the resources to program? If so then what has SOE brought to the table to help accomplish these dream features and abilities?
Our campaigns are made with use of an in-house coding language designed specifically to handle the bots . As such, whenever we need new features they can usually be added. Being under SOE has helped grow our staff and give more time for things such as campaign features.
Was single player always a plan for PoxNora, or was it discovered along the way?
Single player was always an intention, though it wasn’t introduced immediately. Multiplayer is not for everyone, as the number of campaign players testifies.
Do you feel that single player has opened up the scene for new rune flavors and combinations? Also, are runes now being designed with single player interests at heart, or are runes designed without affiliations?
Single player opens up a lot of creativity among players because it can be played in totally different ways from multiplayer. Generally, we design runes for multiplayer – well made multiplayer runes can easily be used in single player (often in more unique ways) regardless of power, while a single player rune that caused problems in multiplayer would have to be changed. That’s just the nature of multiplayer vs. single player. We do try to make changes to multiplayer or single player problems have as little impact on the other variety of play as possible, though that’s not always doable.
There are a lot of aspects of the rune manager and UI that don’t quite seem to fit campaign play. Are there any current or future plans to improve the UI and site managers for campaign play? and Are there any current or future plans to change the rewards system for single player? With the recent change to DoW rewards it leaves us hoping.
I’m lumping these together because the answer is effectively the same. The change has been discussed at length. It’s really not a question of if, but when. I can’t get any more specific than that, but we are definitely aware that the current system has flaws.
Do you feel the single player aspect of the game is well rounded enough to support a stand alone game? If so would there be more storyline and eventful combat, if not then what would you change to make it stand alone?
It could definitely, if it was used for that purpose. If I were making a stand alone, single player focused game it would likely have a longer, more involved campaign. It would be like Warcraft 3 or other RTS games, and a more persistent army than the standard battlegroups used in pox – runes unlocked during missions and characters you can upgrade over the course of the story. This is purely hypothetical though, we have no plans for such an offshoot at this time.
The single player content has been a powerful element of driving the storyline. With Broodcall’s campaign, Wrath of the Exile, it showed us an amazing new level of detail in storytelling.
I’m personally a big fan of story driven campaigns. My goal has always been to tie campaigns into the larger story and create NPCs the player can recognize as characters. As we move forward storytelling could be the norm for campaigns, but we’re always looking at Design from every perspective possible.
How does difficulty level play into what fragments you get?
Playing on higher difficulties gives you better chances to get rarer components, essentially. Playing on legendary always offers the highest available rarities and the best chance to get them.
What is the purpose of the Fragment Harbinger?
Originally the Harbinger was something of an inside joke in an older, internal only campaign. When the Angel’s campaign was done, parts of that old campaign were used, and she made it in there. It gives something of a surprise factor to the campaign and a little side quest aspect so we left it in. Killing her will give you a chance for an extra drop from that level.
Who is responsible for giving Serkan those crazy stats on legendary mode of the Angel’s Descend Campaign?
Hah, that would be me. Angels is the first campaign I did. Since Serkan hadn’t been released yet, I really wanted to give him an epic feel, and it can be pretty hard to make an end boss that’s relevant for campaigns considering that the player usually has a whole army set up by that time. I think he contributes to making that encounter cool – that map is my personal favorite.
Are there any plans to improve the AI?
This is something Gedden, our programming lead, and I have discussed quite a bit. Currently the AI is fairly smart in targeting, but has little to no self preservation instinct. That’s an area we hope to improve on. Beyond that, more intelligent use of abilities is a goal, but an unlikely one – as complicated as PoxNora is it will be very tough to get the AI to use more than a fraction of abilities competently.
Is there going to be more taunts or LE craftables ?
Yes, though the LE craftables will likely evolve into something slightly different.
How long does it usually take to make a campaign from start to finish?
This depends on the campaign to an extent – both on the number of missions and number of mechanics in place. However, for most it usually takes a week to two weeks to create a campaign and play test it.
