Talk:2021-07-08 Allcraft - Ashes of Creation

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  • 00:00
Ladies, gentlemen, there's not much that could stop me and Asmin from hanging out in the
  • 00:14
FC with all of our catgirl friends and drinking Fantasia, but there is one man who, on his
  • 00:20
birthday as well, and Steven, we gotta thank you.
  • 00:24
Happy birthday, thank you for coming on the show.
  • 00:26
On your birthday?
  • 00:28
Happy birthday dude, I didn't know that.
  • 00:30
Yeah, thank you.
  • 00:31
I turn 36, but I feel like I'm turning about 70 today.
  • 00:38
It was unfortunate timing though, the test weekend on the birthday weekend, but no, I'm
  • 00:45
having a great time.
  • 00:47
And I think a lot of people are going to be having a great time as well with the test
  • 00:49
weekend.
  • 00:50
We hit you up kind of last minute because we're very excited for the test weekend.
  • 00:53
We have a lot of questions to ask you and I think one of the first things that we'll
  • 00:58
just jump right into this one because we don't want to, I think there's so much that we have
  • 01:03
to talk about that we kind of have to dive right in.
  • 01:05
One of the first things that I want to ask you, Steven, is going into a weekend like
  • 01:09
this, what is the focus?
  • 01:11
What is the team actually trying to accomplish?
  • 01:13
What are you going to be looking for?
  • 01:14
That's a good question.
  • 01:17
This is our first alpha of the MMORPG and we have done a lot of work.
  • 01:26
And we've kind of adopted this transparent development process to show our community
  • 01:31
a peek under the hood, so to speak, because building an MMORPG is a massive undertaking
  • 01:40
and ours is a particularly ambitious one.
  • 01:42
So it's always good in my opinion to get feedback as early as possible.
  • 01:47
The most important thing I would say that we're looking for as a development team is
  • 01:52
a lot of metrics on the core systems, on our server architectures, on performance, on stability,
  • 01:59
on these core systems, the node system propagation, the character progression, the NPC behaviors.
  • 02:10
There's a lot of core functionality that alpha is intending to kind of provide us good metrics
  • 02:16
with.
  • 02:17
But at the same time, it's also about letting the players see the progress in the development
  • 02:22
and giving an opportunity for even those who aren't participating in the alpha to kind
  • 02:27
of view it from an unprescribed perspective, like getting a look at it from other players,
  • 02:34
seeing the good, the bad, the ugly.
  • 02:37
In my opinion, it's a good thing to do that because if you don't do that, you can get
  • 02:44
into a scenario where you've gone through the development of a game and it's too late
  • 02:49
to make significant pivots and significant changes.
  • 02:52
And you're like, OK, we're debuting this in beta and people get to see and provide feedback.
  • 02:57
And then it's too late to make significant changes before launch occurs.
  • 03:01
Right.
  • 03:02
I think a lot of us as players have kind of seen that play out on a few games that we
  • 03:06
participated in.
  • 03:07
Unfortunately, yes.
  • 03:08
Yeah, exactly.
  • 03:09
And that's never it's never a good feeling.
  • 03:12
It's never a good feeling for the players.
  • 03:13
It's never a good feeling for the developers.
  • 03:14
So I think I think it's a good trend if as the industry progresses, like we at least
  • 03:20
from a company perspective, from a development perspective, like we lose that fear of showing
  • 03:25
early progress because oftentimes marketing departments will look and say, hey, we only
  • 03:31
get one opportunity to show the game, so to speak.
  • 03:35
Right.
  • 03:36
And you can't always trust that like players are going to look at an alpha and say, OK,
  • 03:39
this isn't finished yet.
  • 03:40
And there's a long way to go still.
  • 03:42
And they make their kind of you know, they make their judgment at the alpha stage and
  • 03:46
we won't ever recoup those users.
  • 03:48
Like I don't believe that.
  • 03:50
You know, I think obviously there are going to be individuals who make kind of assumptions
  • 03:53
and maybe don't go into an alpha with the right expectations.
  • 03:57
And you know, it's on the kind of it's on behalf of the company to express that it's
  • 04:01
on behalf of streamers and content creators to kind of help give the message out like
  • 04:05
this is an alpha.
  • 04:07
And and I think we can trust that gamers are going to look at that and say, all right,
  • 04:11
well, here's things I'd like to see change.
  • 04:13
Here's things I enjoyed in previous games that I played.
  • 04:16
And like, how can we view this progress as development continues?
  • 04:19
So that's kind of like our two toned agenda with alpha is one, obviously collecting the
  • 04:24
data that we need to collect and testing the systems we want to test.
  • 04:27
But two is also setting expectations so the players know this isn't a content test.
  • 04:31
Right.
  • 04:32
This is this is a more technical oriented test.
  • 04:35
This is us making sure the servers are standing up and don't fall on their face and like players
  • 04:39
can connect and we get the concurrency that we want and the performance that we're looking
  • 04:43
for.
  • 04:44
And, you know, that's that's, I think, a really important part of the whole the whole weekend.
  • 04:48
Yeah, I think that, you know, when I look at the project as a whole, Asmin and I obviously
  • 04:55
no strangers to the MMORPG scene.
  • 04:57
We've been hurt a lot.
  • 05:00
We've been we've been promised an analogy.
  • 05:03
It's one of those things where, you know, after being MMORPG players for so long, it's
  • 05:12
really affected our hairlines to the point that our hairline actually matches the the
  • 05:18
logo for NordVPN, the official sponsor of the show.
  • 05:22
And going into looking at Ashes of Creation, I have to admit I was a little bit at first
  • 05:29
a little bit dubious.
  • 05:30
Right.
  • 05:31
Because I'm looking at all of the systems.
  • 05:32
And I'm like, this is what I want.
  • 05:34
How can they all be there?
  • 05:36
And it's just like, I don't trust anyone at this point.
  • 05:40
And then we had the opportunity to hear you on a lot of different streams.
  • 05:44
And I started to believe again.
  • 05:47
And I have so many questions about how hard it's been for you guys to get so many varying
  • 05:53
systems off the ground and making them functional.
  • 05:57
And I kind of want to start with the node system, because to me, as somebody who, you
  • 06:02
know, have have some background in game design, a lot of background in playing really bad
  • 06:07
MMORPGs and really good MMORPGs.
  • 06:09
I looked at the node system as one of those systems where if everything's going perfectly
  • 06:14
and you have the right amount of players, it's going to be one of the most exciting
  • 06:19
systems I've ever played.
  • 06:20
But if there aren't enough players, is it going to feel interactive?
  • 06:23
If there are too many players, are you going to have those FOMO moments where you're trying
  • 06:27
to rush from area to area to hit these large scale events at the right time?
  • 06:32
How does a system like that actually come together?
  • 06:34
How hard has it been to get it off the ground?
  • 06:38
You know, it actually funny enough, the node system, while it's extremely intricate and
  • 06:43
has a lot of components as part of the design of that system, it wasn't too difficult to
  • 06:49
get off the ground.
  • 06:51
But you know, going back, I think first, even before we get into the node thing, I just
  • 06:55
want to say, like, the reason I started Intrepid is because of the feelings that you expressed
  • 07:02
when you first heard of Ashes, right?
  • 07:04
Like I, when I use that beaten dog analogy, like I was a part of the beaten dog syndrome.
  • 07:11
The reason I wanted to undertake creating an MMORPG as crazy as this has been is because
  • 07:18
as a player, my, you know, my large portion of my like social development growing up because
  • 07:25
I started working at a young age was through MMORPGs, like jumping on to Ventrilo and like
  • 07:31
hanging out with your friends and your guild and going and defeating the bosses and playing,
  • 07:36
you know, going through dungeons and getting wiped and like spending hours trying to kill,
  • 07:40
you know, the giant dragon or, you know, having the enemies guilds fighting for castles, stuff
  • 07:46
like that was my experience.
  • 07:48
That was like my social development for the most part.
  • 07:51
And so MMOs had like a really special place in my heart.
  • 07:54
You know, I started playing when I was seven years old with Neverwinter Nights on AOL and
  • 07:58
pretty much played every MMO, you know, since then.
  • 08:02
And I just was, I was really disillusioned with the state of the genre because it seemed
  • 08:08
like a lot of the MMOs that we were getting as a player base, at least in a Western audience,
  • 08:13
was Eastern ports over, right?
  • 08:15
And a lot of times, like, you know, they had cool mechanics and good stuff, but just the
  • 08:19
monetization practices completely destabilized any player driven economy or, you know, the
  • 08:28
retention of those players.
  • 08:29
And it was just, it was just so ridiculous.
  • 08:32
It was so ridiculous.
  • 08:33
I mean, I have a story of like this one game I was playing and there was this mount that
  • 08:39
I really wanted and they introduced the mount.
  • 08:41
It was a bear in this loot box and like it was a super rare bear mount.
  • 08:47
And I purchased so many, I'm ashamed of myself for doing it, but like I purchased so many
  • 08:52
of these loot boxes.
  • 08:54
Like I think I spent like 700 bucks to get this bear.
  • 08:56
It wasn't like anything special.
  • 08:58
It was just a cool looking bear.
  • 09:00
It wasn't like a powerful bear.
  • 09:01
It was no like difference in game design or anything.
  • 09:04
And literally the next month they put the bear on the marketplace for $10 and I was
  • 09:07
just, oh my God.
  • 09:10
Did you get it?
  • 09:11
You got the bear, right?
  • 09:12
I got the bear after like 700 bucks and I was just so fricking pissed.
  • 09:18
And then, and then like the next thing they did, there was like this super integral component
  • 09:23
of the economy was like these unique types of trees that you would grow and stuff.
  • 09:27
And it was super rare.
  • 09:28
And like they introduced this like unique seedling in the marketplace that you could
  • 09:33
buy for like a few dollars and it would have an 80% chance to get this, what would normally
  • 09:38
be like a 1% chance to get the tree thing.
  • 09:41
And I'm like, you have players and you have guilds and you have people that devote literally
  • 09:48
countless hours to setting up infrastructure on farms and to get this particular item.
  • 09:53
And it's the backbone of the economy.
  • 09:56
And you introduce this in the cash shop.
  • 09:59
Are you guys crazy?
  • 10:01
Like I lost half my guild when that happened.
  • 10:03
So anyways, like that was this, that was like the staging point for me to start thinking
  • 10:08
about it.
  • 10:09
It wasn't just a seed.
  • 10:10
It was the seed for Ashes of Creation as well.
  • 10:12
Is that what you're saying?
  • 10:14
It was a seed for Ashes.
  • 10:15
That's a guy I never thought about that.
  • 10:16
It was literally the seed for Ashes of Creation.
  • 10:18
Now I was like, this, this is why I wanted to start, you know, my own company to create
  • 10:25
my own project.
  • 10:26
And luckily it was serendipitous because, you know, I lived in San Diego and a lot of
  • 10:30
our team, which we have an unbelievably amazingly talented team.
  • 10:33
A lot of them come from, you know, they're ex Sony guys and they worked on like Everquest
  • 10:37
and Star Wars Galaxies and DC Universe and stuff like that.
  • 10:41
So we have a lot of incredible talent and it was really fortunate, you know, to be in
  • 10:45
San Diego and be able to attract that talent.
  • 10:47
But yeah, no, I mean, from, from a perspective like the backbone of the design of Ashes of
  • 10:51
Creation is the node system.
  • 10:54
Right.
  • 10:55
And the node system is all about like how, when I was thinking about the general designs
  • 10:59
for Ashes, I was like, how can we incorporate a system that helps to develop the world and
  • 11:05
not just like the buzzwords that we've always heard, like, you know, player driven world
  • 11:10
and you know, these, all these like living breathing, right?
  • 11:14
Exactly.
  • 11:15
Right.
  • 11:16
Yeah, exactly.
  • 11:17
And then you get in and it's just like, no, I'm, I'm, I'm, I'm on another theme park ride.
  • 11:20
Like I'm going from point A to point B and then, you know, those previous stations don't
  • 11:24
matter in my experience.
  • 11:26
But like, how can we keep the world changing?
  • 11:29
And nodes was one of those systems that actually I had incorporated in a previous, I don't
  • 11:35
know if you guys ever play like Dungeons and Dragons or Pathfinder or any of that stuff.
  • 11:40
Oh yeah.
  • 11:41
So I'm like a huge Pathfinder fan.
  • 11:42
I love D&D 3.5 and Pathfinder did, in my opinion, did a great job of like extending that, that
  • 11:48
rule set.
  • 11:49
And there's a particular system or book in Pathfinder that allows you to like set up
  • 11:53
city development so that players like during the off week, they can like message the GM
  • 11:57
and I was often the GM for these campaigns.
  • 11:59
And so I started with the idea for Ashes of Creation actually was a custom Pathfinder
  • 12:03
campaign.
  • 12:04
So they would like send me like, Hey, I'm setting up a business.
  • 12:06
I have like the leadership feat at seventh level.
  • 12:09
I've attracted this amount of followers and I have my cohort and they're like setting
  • 12:13
up this tavern and I want to attract like people to my village.
  • 12:16
And I was like, all right, you know, I'm going to create some custom rule sets around like
  • 12:19
how, you know, village progression can work and like, you know, is that going to become
  • 12:23
a thriving metropolis over time?
  • 12:25
And like, you know, how do story arcs hook into that and quest lines, you know, spawn
  • 12:29
from that based on like the location of that particular village you decided, did you put
  • 12:33
it near like, you know, Fanghorn Forest or something, or did you put it across the mountain
  • 12:37
and like, how does that influence the encounters that you guys are going to have and stuff
  • 12:40
like that.
  • 12:41
So that was like the starting point for me from a design perspective on node systems,
  • 12:45
but node systems, you know, they're not like any unique, difficult technology, you know
  • 12:51
what I mean?
  • 12:52
They're utilizing existing tech and they're relatively easy to stand up.
  • 12:57
It's really about the content because what I've experienced, I don't know if you guys
  • 13:01
have as well, but like when you talk about sandbox games, I've always oftentimes experienced
  • 13:08
in sandbox games that it was an excuse for the developers to kind of like not create
  • 13:11
a lot of curated content, but rather rely on players to have this like player driven
  • 13:15
mechanics, like political ones or, you know, crafting and stuff like that and not necessarily
  • 13:22
have to have a lot of storylines.
  • 13:24
But I've always felt that that was cheap because if you're going to offer the player doors
  • 13:28
and add behind every door is just the player doing more things and not something that's
  • 13:32
given to them as a story, as an encounter, as content per se, then it's kind of a meaningless
  • 13:38
choice.
  • 13:39
So the nodes are really just a hallway of doors.
  • 13:44
You know, those behind every door is a different type of content.
  • 13:48
And depending on how the communities determine which nodes they're going to progress, which
  • 13:54
cultures are the primary contributor to that, you know, nodes reflect those cultures, nodes
  • 13:59
reflect those decisions, and it offers those doors that have then the different types of
  • 14:05
raid boss, the different spawn tables that happen, the different reward tables, organizations
  • 14:10
that get introduced, whether it be religious or or guild oriented, you know, all of these
  • 14:15
systems through the nodes is how we kind of surface content to the players.
  • 14:20
And it's an integral component of the world's development.
  • 14:23
So standing that up was like our first objective.
  • 14:25
I think it was like back in 2017, you know, we had our first like node experience collection
  • 14:32
because nodes have these zones of influence around them that kind of collect player activity,
  • 14:37
whether you kill a monster or you, you know, harvest a resource or you do they do nodes
  • 14:43
do collect taxes.
  • 14:44
Yes.
  • 14:45
So nodes have player governments, and they have different types of elections that can
  • 14:50
exist right now in alpha, you're going to experience the scientific government.
  • 14:55
And that is essentially players become citizens, they must own property to become citizens.
  • 14:59
There's three ways that you can own property, whether through an instance department building
  • 15:02
that the government can elect to build static housing that exists within the node or freehold
  • 15:09
systems that players can place down.
  • 15:11
When they have that property, they may then apply for a citizenship, you may only ever
  • 15:14
have a citizenship to one node.
  • 15:17
And that grants you certain access to different types of content, wheels, then you elect a
  • 15:22
government and the scientific method is through democratic election, we have military nodes
  • 15:26
that actually are arena, you fight to the death for the mayor.
  • 15:30
We have religious, which is more service oriented, kind of repeated quest completions.
  • 15:35
And then you have economic, which is kind of oligarch, oligarchal, kind of like an oligarchy,
  • 15:42
where you kind of bid for the for the mayorship, and then the mayor can select the tax rate
  • 15:46
that tax rate gets applied to merchants that gets applied to purchasing a property, it
  • 15:52
gets applied to different services.
  • 15:55
And then that those tax a portion of those taxes actually flow up to the governing castle
  • 15:58
as well.
  • 16:00
So there's five regions over the primary world, and each region has a castle that has influence
  • 16:05
over the nodes, and they collect a portion of those taxes as well.
  • 16:08
Okay, so a random person in chat actually just asked this question.
  • 16:12
So I wanted to ask you really quickly, if your friend is a very popular streamer, could
  • 16:17
it like, let's say your best friend is a really popular streamer, could you profit off of
  • 16:23
the taxes which he charges?
  • 16:25
No, so the taxes when applied to a node actually are kept within the nodes coffers and must
  • 16:32
be spent on specific services and or defenses that can apply to the node.
  • 16:36
So it's not like, oh, I get elected as mayor, I'm gonna collect these taxes, and now I'm
  • 16:40
just gonna pocket the money.
  • 16:41
You know, there's no corruption.
  • 16:43
You considered changing them?
  • 16:44
Okay, there's no corruption.
  • 16:46
Wow.
  • 16:47
Okay, to be fair, the player, okay, to be fair, there could be underhanded tax rates.
  • 16:53
So there could be underhanded tax rates.
  • 16:55
So let's say I have two available trade agreements that I can create with different nodes nearby.
  • 17:03
Let me talk to the mayor or the guild that's predominant there, and let me see what they're
  • 17:08
willing to put in place to make sure that I can create a trade agreement with different
  • 17:12
nodes.
  • 17:13
Okay, so let's say I have two available trade agreements that I can create with different
  • 17:17
nodes nearby.
  • 17:18
Let me talk to the mayor or the guild that's predominant there, and let me see what they're
  • 17:23
willing to provide me in order to influence what trade agreement I decide to set up.
  • 17:30
So there could be some systems that take into account a little bit of a little bit of underhanded
  • 17:38
tactics there.
  • 17:39
Well, it's just a give and take, you know, that's really all it is.
  • 17:42
It makes perfect sense.
  • 17:43
So for anybody who's not as familiar with the node system, let's say your node is next
  • 17:48
to a node, what is the evolution cycle of that node?
  • 17:51
Right, so nodes share different, so okay, in a base state, a node is not present.
  • 17:58
So like you're walking across the world, you don't see a node there, you see a landscape,
  • 18:01
you see some monsters and stuff like that.
  • 18:04
As you begin to do things, and the node is collecting experience in the background, you
  • 18:09
know, it's going to propagate or threshold up to like a crossroads.
  • 18:12
Now you're going to get some NPCs there, the NPCs are going to indicate to you what type
  • 18:15
of node it is, right?
  • 18:16
Are they going to be military, you know, are they going to be scholars, are they going
  • 18:18
to be priests, are they going to be military people, right?
  • 18:21
So then you're going to get an idea, okay, well, I know now what type of node this is,
  • 18:24
do I want to continue my efforts in helping to, you know, create this node, so to speak,
  • 18:29
there's going to be new systems and services that come online, there's going to be new
  • 18:33
merchants that are there at each stage, there's going to be new quest lines, and those quest
  • 18:37
lines are going to pull from the surrounding area, right?
  • 18:39
So nodes share points of interest, right?
  • 18:44
And points of interest get placed kind of in a form across the world, and as nodes advance,
  • 18:51
when they get to that village stage, their borders are constantly growing, and they're
  • 18:56
locking out neighboring nodes from advancing as well.
  • 18:59
So we have 103 total different nodes that will exist in the world at launch.
  • 19:04
And when they reach a certain stage, they start to activate that government system,
  • 19:08
that citizenship that's at stage three, they can go all the way from a crossroads to an
  • 19:12
development, to a village, to a town, to a city, eventually a metropolis, right?
  • 19:15
And a metropolis is going to cover or have influence over one fifth of the total world
  • 19:19
size.
  • 19:20
So as at each stage, they're then accessing and spawning new things at the nearby points
  • 19:26
of interest when their culture expands to incorporate that point of interest.
  • 19:31
So that means that quest hooks are going to relate location-wise to the nearby points
  • 19:35
of interest.
  • 19:36
So for example, if your village advances near a mountain, like you said, maybe there's going
  • 19:39
to be mines as a dungeon, or there's going to be certain types of mountainous foes that
  • 19:45
come out in events and try to attack the nodes and disable services of buildings or kill
  • 19:50
certain-
  • 19:51
Like a dragon?
  • 19:52
Yeah, like a dragon, exactly, right?
  • 19:53
Or if you're near a harbor, it might be a kraken.
  • 19:56
These are the types of advancements that reflect kind of the way the server's going to evolve.
  • 20:02
And the cool thing I think about how nodes interface with the server progression is that
  • 20:10
each server is going to experience different types of progressions.
  • 20:13
And that's something that's cool to me too, because historically in MMOs I've played,
  • 20:17
I don't know about you guys, but each server's the same, and the new player experience follows
  • 20:24
generally the same path that players who came before experienced.
  • 20:29
And that can be kind of cool because you have some familiarity, but at the same time it
  • 20:33
can be a little lackluster because all the guides online, like you know exactly what
  • 20:37
you're getting into, there's no exploration, there's no adventure, there's like, all right,
  • 20:42
let me just rush through these beginning content areas and these core quest lines so that I
  • 20:47
can get to the quote unquote end game of the MMORPG.
  • 20:52
What nodes provide is it's very likely since it's based off player heat mapping in the
  • 20:56
world that for the first six months of a particular server's lifespan, you're going to have the
  • 21:01
majority of the large nodes exist near the starting areas.
  • 21:04
So you're not going to experience what traditionally has been a problem for MMORPGs where you enter
  • 21:09
the world and the biggest attraction of the MMO, which is that social interaction, is
  • 21:14
not present for you for the first 50 levels because nobody else is there.
  • 21:19
That's the crappy thing I've experienced, partly why I don't like to even join MMOs
  • 21:24
that launch after six months.
  • 21:26
I want to be there when they're ready.
  • 21:27
Yeah, exactly.
  • 21:28
You're late to the party.
  • 21:29
Playing a game on day one feels so good, man.
  • 21:32
Like it's awesome.
  • 21:33
Everybody's doing the same thing.
  • 21:35
Everybody wants to do everything.
  • 21:37
I love that.
  • 21:38
And so you're saying that each server is going to have its own different way that it evolves.
  • 21:42
So for example, like with a lot of games, like you have stage one, two, three, and four,
  • 21:47
and most servers just go through one, two, three, and four.
  • 21:51
And what you're saying is there could be stage A, B, C, or D. They're completely different
  • 21:55
directions.
  • 21:56
And not only that, but actually those stages are regionalized.
  • 22:00
So for example, one particular region of the map might be more advanced than the far side
  • 22:06
of the map.
  • 22:07
So it's kind of based on how the player population moves.
  • 22:11
So for example, if there are different starting areas, like we have different starting areas
  • 22:14
based on kind of the race because players are returning to this kind of forsaken world
  • 22:18
that's had an apocalyptic history.
  • 22:21
The primary antagonists are these kind of firstborn of the gods that turned to the dark
  • 22:27
side and like they came in these harbinger comets and like landed on this planet and
  • 22:33
they killed off the children of the gods, the dwarves, the elves, the humans, and the
  • 22:39
orcs.
  • 22:40
And then they evacuated this planet of Vera to Sanctus and through the portals.
  • 22:45
And now they're returning thousands of years later because the goddess of creation's avatar
  • 22:49
is this Phoenix and the spark of life is kind of bringing these people back to the world.
  • 22:55
And now you're rediscovering what was your lost ancestor's home and these adversaries
  • 23:01
that are just filled with corruption are like perverting every part of the landscape.
  • 23:07
So based on how player population looks and where players choose to start, because you
  • 23:12
can select a race like human, but not necessarily have to start at the human starting area.
  • 23:17
You can choose to start at a different portal because you're coming from Sanctus, right?
  • 23:22
And based on how different server populations evolve will determine how that heat map of
  • 23:28
node progression exists in that particular server.
  • 23:31
And it's going to completely change the dynamic of what that world looks like from a regionality
  • 23:37
standpoint.
  • 23:38
And one of the things I was saying was like, you know, that problem of entering into that
  • 23:42
empty landscape of starting areas isn't going to be present in Ashes because those starting
  • 23:47
areas will likely be the most advanced nodes over the first like six months, let's say,
  • 23:51
of a server's lifetime.
  • 23:52
So as players join in, they're going to be in a highly populated area where end game
  • 23:58
players or higher level players are coming back to that node to receive the quest lines,
  • 24:04
to participate in organizations, that's their guild hall locations.
  • 24:07
Like you're going to be thrust into the middle of this highly social environment where players
  • 24:12
are all around you while you're doing your early level stuff.
  • 24:16
And actually that early level stuff is going to be compounded by the opportunities you
  • 24:20
now have at this node that's been established nearby that people in a linear history didn't
  • 24:25
get to experience when they first started the game.
  • 24:28
It's going to be a completely different experience for players six months down the road than
  • 24:32
it will be for players who were there on day one.
  • 24:35
And I think that's a cool kind of history that is unique.
  • 24:42
It's not the same process every time.
  • 24:44
Exactly.
  • 24:45
Yeah.
  • 24:46
Like different servers.
  • 24:47
I was going to say, I was to say the same thing as you, Rich, I think.
  • 24:51
Is it that you RP in different places on different servers?
  • 24:55
Yeah.
  • 24:56
And it's like each server has its own story.
  • 24:58
And so if you're plying on one server and you want to reroll on another server, you're
  • 25:02
going to have a slightly different Ashes of Creation experience.
  • 25:06
Exactly.
  • 25:07
Okay.
  • 25:08
Okay.
  • 25:09
So I want to do a little thought experiment.
  • 25:11
This one might be a little bit tricky because everything with the nodes sounds very exciting
  • 25:14
to a player like me as well.
  • 25:16
But let's pretend, like let's pretend for a second that I'm an idiot and I'm not really
  • 25:23
great at understanding systems or playing video games in general.
  • 25:28
And I'm just walking through the world and the nodes are, can you be a player and not
  • 25:34
really understand the nodes and still enjoy the game and just take it as it comes?
  • 25:39
Yeah, absolutely.
  • 25:40
So, I mean, when you think about what is your normal MMO experience that we have as MMO?
  • 25:47
Okay.
  • 25:48
So the MMO player base is typically an aging demographic.
  • 25:51
Unfortunately, right now, over the last decade, newer generation of gamers have joined different
  • 25:59
genres and they didn't get the experience of being a part of major MMORPG launch and
  • 26:06
like that unique social component that MMOs provide.
  • 26:10
And so they don't really know what it's like to be part of that.
  • 26:16
That standard kind of experience is like, all right, I'm getting in, I have my adventure
  • 26:20
in class, I'm going to go out there and like fight monsters, I'm going to progress, I'm
  • 26:24
going to acquire gear, I'm going to make friends, I'm going to go from these kind of quest points
  • 26:31
to quest points and I'm going to explore this world that I've never seen before and I'm
  • 26:35
going to come across like materials in the world that I want to gather and then sell
  • 26:39
into the economy.
  • 26:40
Like all of those systems exist without nodes progressing.
  • 26:45
So that normal kind of progression will exist.
  • 26:49
The thing about nodes is as you're doing that normal progression, the nodes are growing
  • 26:54
with you based on every one of those types of actions, right?
  • 26:57
They're collecting that experience that you collect as well and that all the other players
  • 27:01
around collect.
  • 27:02
So it'll be relatively easy for Crossroads to start spawning all over the world and then
  • 27:07
it'll be a little bit more difficult for encampments to spawn and maybe a little bit more difficult
  • 27:11
for villages and so on and so forth.
  • 27:12
So like you can expect on day one Crossroads are going to be present immediately.
  • 27:17
You can expect probably on day two that some encampments are going to spawn up and then
  • 27:20
maybe it'll take like day five or seven for some villages to spawn and then maybe it'll
  • 27:24
take a couple of weeks for like a town to get up there and then maybe it'll take a month
  • 27:28
for a city and then a month and a half for a metropolis, right?
  • 27:31
Like these are the types of ideas we have for how node progression will work and complement
  • 27:38
what the traditional game loop of an MMORPG is.
  • 27:42
It's not to necessarily reinvent the wheel.
  • 27:47
We want to have some familiarity as MMORPG gamers.
  • 27:51
I mean that's what makes MMOs MMOs.
  • 27:53
So you keep that familiarity and then you innovate in ways that complement and that's
  • 27:59
how the node systems kind of do that.
  • 28:01
Yeah, so one of my questions is really going to be like how the main story quest like actually
  • 28:08
evolves like does it avoid us?
  • 28:10
For example, I've been playing a game Final Fantasy and there are some unique things in
  • 28:15
that story.
  • 28:16
Like for example, in my playthrough Y'shtlata is my girlfriend and like nobody else has
  • 28:20
had that experience when they actually play the game.
  • 28:22
That's true actually because she's my wife in my playthrough.
  • 28:26
We'll talk about this later.
  • 28:27
We'll talk about this all the time.
  • 28:30
The thing that I'm curious about is let's say the nodes on one server are state A and
  • 28:36
then the nodes on another server state B is a player still going to have the same main
  • 28:41
story quest that introduces them to the world and introduces them to the lore?
  • 28:44
Yeah, I think you kind of tell stories in different ways, right?
  • 28:48
So we're all accustomed to having like an overarching storyline like why am I here?
  • 28:55
What brought me to this realm so to speak?
  • 28:59
What's my objective?
  • 29:01
What are the like threats that are not just apply to me but apply to my compatriots that
  • 29:07
are playing with me, right?
  • 29:09
That type of overarching storyline will exist.
  • 29:11
But the way you get that more personalized approach is there's a few ways you can define
  • 29:16
that.
  • 29:17
You can define that based on culture.
  • 29:18
Like we have nine different races in the game.
  • 29:20
Each of those are going to have somewhat of a customized quest line that relates to their
  • 29:26
races.
  • 29:27
You have genders, you have classes, you have archetypes, you have organizations.
  • 29:35
Each of those can personalize experiences so that even if you're on the same overarching
  • 29:40
meta story, your experiences are different along that path because you are different
  • 29:46
from Asmongold.
  • 29:48
Asmongold might be playing a paladin human or something and Rich you're playing like
  • 29:53
a mage elf and that's going to have different types of experiences.
  • 29:59
Thanks for not making me a gnome.
  • 30:00
Thank you for not making me a gnome.
  • 30:01
I really do appreciate that.
  • 30:02
Thank you very much.
  • 30:03
Helms are taller than you are.
  • 30:04
I apologize.
  • 30:05
I think Asmongold, do you not traditionally play paladins?
  • 30:10
Are you a warrior?
  • 30:13
That's McConnell.
  • 30:14
I'm the warrior.
  • 30:15
Yeah, McConnell is the one who has to heal me.
  • 30:17
He's the paladin.
  • 30:18
I'm so sorry.
  • 30:19
Yeah, well let me live that down.
  • 30:22
It's okay.
  • 30:24
I'm used to it.
  • 30:25
It's fine.
  • 30:26
A paladin is a paladin.
  • 30:28
Actually Asmongold, I asked my character team to provide some hairstyles for you just so
  • 30:37
that you could take a look kind of what we have in store and I don't know if Paki could
  • 30:45
provide.
  • 30:46
Oh, there we go.
  • 30:47
I'm so really glad that we've spent all this time hiring a production team for the show.
  • 30:53
This really is just so great.
  • 30:55
I'm glad.
  • 30:56
Really, I'm flattered, Stephen.
  • 30:58
This is incredible.
  • 30:59
Well, if you just want, I mean there's some subtle differences between these hairstyles.
  • 31:04
There's a few of them.
  • 31:05
I love how he didn't know that you were a warrior, but he knew you were bald.
  • 31:12
Okay.
  • 31:13
All right.
  • 31:14
That's crazy.
  • 31:15
There's more.
  • 31:16
There's more.
  • 31:17
There's more.
  • 31:18
And again, you want to focus on the subtleties between the hairstyles because they're really
  • 31:22
hard to see.
  • 31:23
Yeah, I see that.
  • 31:24
You see the peach fuzz on that one?
  • 31:26
That one's...
  • 31:27
Oh yeah.
  • 31:28
Yeah, it's been a few days since he's had to shave his head.
  • 31:31
Of course.
  • 31:32
Yeah.
  • 31:33
I'm fully aware of that.
  • 31:34
I had them whip those up real quick just this morning.
  • 31:36
Yeah.
  • 31:37
I've had a lot of notice.
  • 31:38
It was last night I found out I was going to be on the show.
  • 31:41
Yeah.
  • 31:42
The team, what a great job your team is doing, man.
  • 31:45
That's just great.
  • 31:46
The artwork, absolutely phenomenal.
  • 31:49
Yeah.
  • 31:50
Oh man.
  • 31:51
Yeah.
  • 31:52
I want to talk about gear and I haven't had a chance really to ever talk to you about
  • 31:58
the game too much.
  • 32:00
I think maybe we had like five or 10 minutes one time where I got to ask you a few questions,
  • 32:05
but I did get to watch all the interviews you've done.
  • 32:07
I've been watching the updates that you guys have been doing.
  • 32:09
I feel like the reward system in the game has been one that I don't fully understand
  • 32:16
yet, but everything that I've heard I'm very interested in.
  • 32:19
For anyone who maybe hasn't been following as much, what can they expect from the actual
  • 32:24
reward system in the game, whether it's getting gear from dungeons or anything?
  • 32:29
Yeah.
  • 32:30
We have, again, some pretty traditional approaches to how gear is going to be surfaced for players.
  • 32:37
Obviously, you're going to have quest lines that provide a certain level of gears.
  • 32:41
You're going to have gear that drops from monsters on a rare basis.
  • 32:46
You're going to have legendary gear that's going to be best in slot from legendary world
  • 32:52
bosses.
  • 32:53
Then what's comparable to those best in slots is going to also be top tier crafted gear
  • 32:57
as well.
  • 32:58
The crafting system or artisanship system is actually three-tiered.
  • 33:02
You have gathering, you have processing, and then you have actual crafting.
  • 33:08
You cannot be a master of all of those.
  • 33:10
You really have to pinpoint where you're going to focus your mastery in.
  • 33:14
What that does is it creates an interdependency in the economy between different focuses from
  • 33:19
players and you have to work together to create these top tier items from a crafting system.
  • 33:29
On top of that as well, we're going to also have gear that's accomplished through title
  • 33:34
acquisition.
  • 33:36
For example, certain nodes will have patron religions.
  • 33:40
They'll have patron organizations like the Thieves Guild or Scholars Academy.
  • 33:45
Players will be able to progress within those organizations or religions.
  • 33:49
As they progress in them, they'll achieve unique titles or for example, the owner of
  • 33:53
a castle, the king or queen of a castle, or the mayor of a node.
  • 33:57
Those unique titles will also grant access to gear that is high quality and is only accessible
  • 34:06
so long as you hold that title.
  • 34:09
It's important to keep up with the citizens that either elected you or accomplishing winning
  • 34:15
the castle siege or making sure that nobody surpasses you in the organization that you're
  • 34:21
a part of.
  • 34:22
Those are our primary methods.
  • 34:24
Obviously, you're going to have base gear acquisition through merchants as well that
  • 34:28
you can purchase and acquire.
  • 34:30
I remember hearing in, this was a very early interview, but that there were actual performance
  • 34:37
checks inside of instance content where if you were able to not just get the boss down
  • 34:45
but achieve it.
  • 34:46
Like the difficulty thresholds?
  • 34:47
Yeah.
  • 34:48
Is that going to have a big impact on rewards as well?
  • 34:51
Yeah.
  • 34:52
Essentially, as you progress through, let's say dungeons or different types of encounters,
  • 34:59
the way we're approaching our NPC AI or our behavior trees for different monsters and
  • 35:05
or bosses is obviously there's going to be phased based responses and difficulties that
  • 35:14
you're going to have to overcome based on the monster's health or the boss's health.
  • 35:19
But there's also going to be certain key performance indicators that's looked at from the participation
  • 35:25
of a particular group or raid.
  • 35:28
And whether, let's say players come with too many players, that's going to activate additional
  • 35:32
AOE abilities, it's going to activate additional terrain hazards and environmental hazards.
  • 35:38
There might be traps that get spawned.
  • 35:40
And as players face the threat in front of them, depending on their performance, and
  • 35:45
that performance can be related to hit points lost, it can be related to number of deaths
  • 35:50
that happen, it can be related to speed.
  • 35:55
There's a lot of different points of information we want to incorporate as part of these encounters
  • 36:01
and how they scale difficulty.
  • 36:02
And I'm not talking like scaling in the sense of like, what we're used to in other games.
  • 36:08
I hate that type of scaling where it's like, oh, you know, you're just facing the same
  • 36:11
monster at a different level.
  • 36:12
And now like it's damage output and health.
  • 36:15
Exactly.
  • 36:16
Yeah.
  • 36:17
That's kind of boring, and it doesn't make sense.
  • 36:19
But if it's a strategy perspective, right, like the monster's now utilizing some of its
  • 36:24
environmental hazards and traps, or it's like, you know, having different types of strategies
  • 36:29
and what type of skill usage and the cycle of that skill usage.
  • 36:33
And like, you know, you're not going to come and just tank and spank the same encounter
  • 36:36
over and over and know the mechanics every single time because those mechanics might
  • 36:41
change.
  • 36:42
You know, that's, I think, something that's going to be cool.
  • 36:45
And then based on your performance, it could impact the reward table of that particular
  • 36:51
encounter as well.
  • 36:53
So like, you know, if you're encountering the monster at its highest difficulty setting,
  • 36:58
per se, because of your performance as part of progression in that encounter, you know,
  • 37:03
that might change the reward tables.
  • 37:04
But we're still playing with that.
  • 37:06
I think that's something that's important.
  • 37:07
You know, the whole purpose of alphas and betas is to obviously test these ideas, these
  • 37:10
theories and see how we actually want to approach them.
  • 37:13
But I think it's a unique way.
  • 37:16
It's a different approach that I haven't experienced in MMOs previously.
  • 37:19
And I think it kind of raises the stakes a little bit in strategizing your approach to
  • 37:24
these encounters.
  • 37:25
I think that's really interesting.
  • 37:27
Like I can give like an example in WoW, like there were a few fights in Oldoar where if
  • 37:31
you did them a certain way or if you killed them fast enough and unlocked hard mode loot.
  • 37:36
And I always thought those were some of the coolest and most interesting mechanics that
  • 37:40
the game ever had to offer because it wasn't something that you clicked a button for.
  • 37:43
It wasn't something that you activated in a menu.
  • 37:47
It was just something that you played the game and created by yourself.
  • 37:50
And I think it just creates that immersion.
  • 37:52
I love that idea.
  • 37:53
I got banned for four towers Flame Leviathan, actually.
  • 37:56
Because you cheated with an ability that was bugged.
  • 37:59
World first.
  • 38:00
World first.
  • 38:01
That's what matters, right?
  • 38:02
I still got it.
  • 38:04
And I also got a three day vacation right after.
  • 38:07
But yeah, I think that those are some of my favorite fights as well, looking back and
  • 38:12
thinking about it.
  • 38:13
So that is a really cool thing.
  • 38:15
But you mentioned it's something that is still getting worked on.
  • 38:18
You're still tweaking on the refuning knobs and things like that.
  • 38:21
One of my biggest questions with the game of this scope, and we're talking about fantastic
  • 38:26
storytelling and world building.
  • 38:28
We're talking about how the loot is going to work, big crafting systems, political systems,
  • 38:32
religion systems, nodes, all of these things.
  • 38:35
Do you think that there is a chance that in the alpha or in later testing that happens
  • 38:41
that some of these systems might not make it to life?
  • 38:44
Is there a chance that some of the darlings need to be killed?
  • 38:47
Or do you think that the systems that we're seeing in the alphas are only going to be
  • 38:51
worked on and refined?
  • 38:53
Yeah.
  • 38:54
I think that any good development is cognizant of the fact that some of your intentions might
  • 39:02
need to be rethought.
  • 39:05
And I think the whole, like I said, the whole purpose of alphas and betas are to test those
  • 39:10
ideas because what happens on paper doesn't always happen in reality.
  • 39:18
And you can have this pristine view of what you want to do, and that can change in a moment's
  • 39:26
notice when you see player activity doesn't go the way you expected it would go.
  • 39:31
So I think part of the important part of having this whole transparent development is a two-way
  • 39:42
street of expectation from the developers to the players and the players to developers.
  • 39:46
From the developer side, we have this expectation that content creators and players and testers
  • 39:52
are going to surface this test with the right expectation.
  • 39:56
Like, hey, this is an alpha, things can change.
  • 40:02
This isn't a content test.
  • 40:03
We're testing core systems.
  • 40:07
That's an important part to communicate.
  • 40:08
And then on the flip side of that, the players need to provide feedback.
  • 40:11
They need to provide thoughts and kind of what changes they'd like to see and the intentions
  • 40:18
for particular systems.
  • 40:19
And that dialogue is what surfaces potential change for what our intents were to begin
  • 40:25
with.
  • 40:26
Right?
  • 40:27
And if you're not willing to make the change, then what's the point of the dialogue?
  • 40:32
That makes a lot of sense.
  • 40:33
I definitely agree with that.
  • 40:35
Yeah, yeah.
  • 40:36
It's funny because if you talked to me three weeks ago, you would have heard one of the
  • 40:41
saddest boys ever.
  • 40:43
As somebody who's loved MMOs for a really long time, I felt like there really was no
  • 40:48
light at the end of the tunnel.
  • 40:50
And then all of a sudden, Final Fantasy randomly, Asmins starts playing it.
  • 40:55
And it felt like there was this true awakening where, wait, the MMO community hasn't gone
  • 41:00
anywhere.
  • 41:01
People still do want MMOs.
  • 41:04
And it's just, we've been playing bad ones.
  • 41:07
I think that's been the issue, right?
  • 41:09
It is like for a long time, I think the reason why the MMO genre has been dead is because
  • 41:14
the people that made the games killed it.
  • 41:17
And that's the reality.
  • 41:18
I mean, there's just been tons of games that have these, Steven, as you were saying, right?
  • 41:23
These oppressive monetization systems where you're just buying these things that invalidate
  • 41:28
player effort.
  • 41:30
And these types of things I feel are just so demoralizing to a player, especially whenever
  • 41:35
you take a type of game that's built around time investment, a type of game that's built
  • 41:40
around emotional and personal investment, and then you take that and you reduce that
  • 41:44
to like a monetary amount.
  • 41:45
There's no surprise.
  • 41:46
And honestly, it's really nice to see things changing now.
  • 41:49
It really is.
  • 41:50
I have to be careful because I got myself in trouble.
  • 41:53
I remember.
  • 41:54
Yes, the message.
  • 41:56
Because I'm a player first, I feel.
  • 42:00
I have similar opinions.
  • 42:03
Trust me, I've got myself in some trouble before, too.
  • 42:07
I know we don't know each other very well, but I used to have a job six times and it
  • 42:12
never ended well.
  • 42:15
I can't tell you enough how much I resonate with what you just said there.
  • 42:23
I think one important note, though, is in my experience over the last five years now,
  • 42:30
or five or six years now, having started a development company, is that I don't place
  • 42:38
that blame on the developers.
  • 42:40
Like the developers, so the people making the game, I don't place the blame on.
  • 42:45
I place the blame for that type of short-sightedness and just general ignorance on more the corporate
  • 42:57
orchestrators.
  • 42:58
Obviously, companies, okay, one of the great things I feel about Intrepid and Ashes of
  • 43:05
Creation is that I don't have investors or shareholders that I have to answer to.
  • 43:12
At the same time, the other companies, when they make these types of monetization decisions,
  • 43:16
they're focused on the bottom line and how they can essentially service their shareholders.
  • 43:28
They have a fiduciary responsibility to shareholders.
  • 43:30
But the problem is with that philosophy, in my opinion, is that what do MMOs do great?
  • 43:36
And really, it's retention.
  • 43:38
New player acquisition, not so much.
  • 43:41
That's a difficult subject a lot of times for MMOs.
  • 43:44
But when it comes to the social elasticity and the retention that's there, it's like,
  • 43:51
let's focus on making the game and the content really good and releasing those patches and
  • 43:56
those updates and just listening to what the player base is saying.
  • 44:02
Because at the end of the day, your player base is the only reason you have revenue.
  • 44:08
So if you're going to continually thumb your nose at your player base and just say, essentially,
  • 44:15
hey, we're not listening to you.
  • 44:17
We're just going to sell this new shop item that destabilizes the game economy and lose
  • 44:22
another half a million subscribers or whatever.
  • 44:27
How does that translate to long term return to your shareholders?
  • 44:31
I don't understand that aspect.
  • 44:34
But yeah, that's always effectively the shareholders.
  • 44:37
Yeah, that's always one of the questions that I used to bring up when Zach and I would have
  • 44:42
long, you call them conversations or complaining tangents.
  • 44:46
I'm not really sure what we should call them.
  • 44:48
But we would have our long conversations about the game both on and off stream.
  • 44:53
And a lot of the time where I would disagree with Zach, sometimes I was like, no, I don't
  • 44:57
think that there's necessarily it's not necessarily them trying to live up to their duty.
  • 45:02
They have to just be bad at making the game, because if they were trying to live up to
  • 45:07
their duty, you need to make the best game possible.
  • 45:09
You need to have that stable platform to actually have the players even want to spend money.
  • 45:13
I'm the biggest whale ever.
  • 45:15
I think it's I think it's one of the cases where they have to meet like a like a deadline.
  • 45:22
They have to have this released in Q4.
  • 45:25
They have to have this release by the end of the year.
  • 45:27
And the goal of doing that causes them to cut corners.
  • 45:32
That's what I believe.
  • 45:33
Maybe I mean, like, Steven, I literally if the game is good.
  • 45:37
I bought I think I bought close to 100 bottles of Fantasia and Final Fantasy last night.
  • 45:42
I was trying to help the Asmin install, like, like actually just put his code on the game.
  • 45:47
And I just went to the cash shop for no reason and bought pots and pots of dye.
  • 45:52
I stopped playing Genshin Impact, but I still log in just every now and then to just gambar
  • 45:56
a couple of crystals.
  • 45:58
I'm playing Raid Shadow Legends right now on three of my phones.
  • 46:01
I have a I have a legitimate problem.
  • 46:03
But you know what?
  • 46:04
I didn't buy microtransactions in.
  • 46:06
Wow.
  • 46:07
Because I just at that point, I just wasn't feeling it anymore.
  • 46:12
And it felt like a lot of the spending.
  • 46:15
It almost felt like I don't know.
  • 46:17
It was like there's no when I spend money in POE, for example, I'm like, I helped the
  • 46:22
game like I'm happy about it.
  • 46:23
Do you feel like there is a good balance of microtransactions at all?
  • 46:28
Or do you think that all in all, there's something that you kind of want to avoid?
  • 46:32
You know, that's a that's a good question, because over the past, you know, years that
  • 46:36
we've been in development, you know, even though I'm fully funding the project, we still
  • 46:41
offer preorder packs.
  • 46:43
And I always tell people like, hey, if you're skeptical, like if you just want to watch
  • 46:47
how the game, you know, pans out, you're not losing anything by not preordering.
  • 46:51
All we're selling really is like advanced game time and some cosmetics.
  • 46:54
There's no there's no like, you know, game altering mechanics.
  • 46:57
There's no quality of life.
  • 46:59
There's no pay to win.
  • 47:02
Like there's nothing that actually impacts the the in game progression and stuff like
  • 47:06
that.
  • 47:07
There are there are cosmetics and then there's game time.
  • 47:08
So I tell people like sit back, you know, watch the development, you know, join the
  • 47:11
community, come on discord, go on the forums, give us your feedback.
  • 47:15
Like, you know, the whole purpose of opening up NDA in this state, which is super bare
  • 47:20
bones and super early, is so that everybody can participate, not just the testers, but
  • 47:24
like anybody watching can go and like give, you know, opinions and stuff.
  • 47:29
But like, when I think about the approach that I took with our monetization practice,
  • 47:35
in my opinion, you want to have, okay, there's there's like three approaches generally to
  • 47:40
MMOs.
  • 47:41
Either you can have a free to play game.
  • 47:43
And then when you have that free to play game, unfortunately, you have to incorporate aspects
  • 47:47
in which you're going to capture revenue.
  • 47:48
Right.
  • 47:49
And those and generally in the free to play games, you know, the aspect you're going to
  • 47:53
take is incorporating some type of power or falsely creating a quality of life issue in
  • 47:59
order to sell a quality of life item.
  • 48:01
Right.
  • 48:02
Like, and that's just not a good experience from a player's perspective.
  • 48:05
Like that's what we hate, in my opinion.
  • 48:08
The second component is you can incorporate a buy to play, right?
  • 48:11
You can have a box price and then you can incorporate that box price per expansion.
  • 48:16
And like, you know, then the beats of development really occur around those expansion launches.
  • 48:22
And that's when you get into the issues of like, all right, we need to hit our marketing
  • 48:25
deadline or we can't necessarily take the time on this expansion.
  • 48:29
We got to cut stuff because we need a revenue event to occur within a quarter or within
  • 48:34
a, you know, two quarters or whatever.
  • 48:35
Right.
  • 48:36
And that can create some problems as well.
  • 48:38
And then in addition, buy to plays can also be a high barrier to entry.
  • 48:41
Right.
  • 48:42
Like, I don't know if I'm going to like this MMORPG per se.
  • 48:44
Should I drop 50 bucks on the MMO and then I play a few hours and it's like not my thing
  • 48:49
and you know, now I'm out 50 bucks.
  • 48:53
Like that's the buy to play.
  • 48:54
The third is obviously subscription.
  • 48:55
Right.
  • 48:56
In my opinion, a subscription is the best model for a Western audience.
  • 49:02
And the reason I feel that way is because the game is going to live or die on the ability
  • 49:10
to retain users over that period of time, which means that the content and the core
  • 49:16
gameplay loops need to be good.
  • 49:19
So you have to, you can't just capture a purchaser at the buy to play and then don't care if
  • 49:25
they leave and recoup the new audience, you know, right?
  • 49:28
You have to continually feed content.
  • 49:30
I mean, what do they say?
  • 49:31
Like content is king.
  • 49:34
And the reason content is king is because that's what's keeping the user engaged.
  • 49:38
That's what's keeping them having fun.
  • 49:40
That's what they get to experience with their friends and the social dynamic of it.
  • 49:43
Like those are good things.
  • 49:45
In addition, if in our model, we're a subscription without a box price, a lot of times companies
  • 49:51
will try to double dip and they'll say, no, not only are we box price, but we're also
  • 49:56
subscription on top of it.
  • 49:59
And then now you run into the problem of, all right, hey, we have a game launch coming
  • 50:04
up.
  • 50:05
We want to attract as many users as possible.
  • 50:07
And we want them to feel like this is a one month commitment, not a 50 or $60 purchase
  • 50:12
per se that they need to shell out to experience the game.
  • 50:16
And if they like it, if we've done our job as developers and where we have made a good
  • 50:20
game, right, they will continue to subscribe.
  • 50:24
And they will continue to subscribe so long as we provide additional content, make sure
  • 50:28
that the servers are performing well, you know, all these different things.
  • 50:30
It's an incentive for the company to perform.
  • 50:33
And it is a service to the player that they don't have to shell out the large price of
  • 50:37
a buy to play.
  • 50:38
And they don't have to deal with the shitty quality of life or pay to win components that
  • 50:41
come with free to play.
  • 50:43
You know, that's kind of the approach we've taken.
  • 50:46
So, if games choose to have like a cosmetic shop, I personally I'm okay with cosmetics.
  • 50:54
I think that that cosmetics, you know, are a bridge between as long as let me just say
  • 51:01
this, as long as the cosmetics cannot be transferable, so that you don't run into issues of players
  • 51:05
purchasing cosmetics for the players services.
  • 51:09
And as long as you have better cosmetics from a quality slash silhouette from just a general
  • 51:16
appearance standpoint that it must be achieved in game, right?
  • 51:20
You don't just want to like there's some games where I played where it's like, all right,
  • 51:23
hey, we're going to really incentivize players to purchase our cosmetics in the shop because
  • 51:27
all of our in game cosmetics are shit.
  • 51:29
It looks like trash.
  • 51:30
And the only good looking cosmetics are in the shop.
  • 51:33
Like that is terrible.
  • 51:35
But the reason for a reason for a cosmetic shop is because sometimes you have different
  • 51:41
degrees of players.
  • 51:42
You have casual players and you have hardcore players and the hardcore players, they can
  • 51:46
achieve those, you know, items in game that take a lot of time to get.
  • 51:52
And the casual players like maybe, you know, you're a dad of two children and you're working
  • 51:57
your ass off and you only have a few hours each night and you know, you'll never get
  • 52:00
the super legendary in game cosmetic achievement, but you want to look cool as well.
  • 52:06
Okay.
  • 52:07
Cosmetic shops can provide that.
  • 52:09
So I'm okay with cosmetic shops as well.
  • 52:12
I think they can be an okay complement to a kind of like an optionary expenditure.
  • 52:18
But that's like that's my philosophy on monetization.
  • 52:21
I think that's the best way to foster a good environment for the player base and the company
  • 52:26
to continue to perform and the player base to enjoy without having to take the risks
  • 52:30
of the free to play and the buy to play options.
  • 52:32
You know, a game had the best like on like cosmetic unlock system out of any game and
  • 52:38
everybody sleeps on it.
  • 52:39
Everybody forgets about it.
  • 52:40
The best MMORPG with cosmetic unlocks with City of Heroes and City of Villains.
  • 52:44
That game had a fantastic unlock system.
  • 52:48
And I feel like ever since then, there's been there have been some games have done a pretty
  • 52:53
good job.
  • 52:54
But that game.
  • 52:55
Yeah, people are literally wh omega lulling me.
  • 52:57
But that that game had a lot of a lot of really good unlocks.
  • 53:02
And anytime I hear a developer starting to like, look at that, man, you had to be a really
  • 53:07
good player to unlock those.
  • 53:08
You know, I was sad I missed out on City of Heroes.
  • 53:11
I think City of Heroes is NCSoft, right?
  • 53:13
They Yeah, and that was cryptic.
  • 53:15
And I think that that was where the problem was.
  • 53:18
Because then there was like, NCSoft and cryptic had some sort of friction.
  • 53:23
And they went to separate ways.
  • 53:24
They made a new a few new games.
  • 53:26
And then also, I think Ion, Tabula Rasa, and something else was all sitting under there
  • 53:31
all at the same time.
  • 53:32
Yeah, I was I think what City of Heroes was starting to get a little bigger, I was still
  • 53:36
like deep in the in the lineage two scene, I really I was a huge lineage two player.
  • 53:42
I loved lineage two.
  • 53:43
I never really liked like faction based games where you're told like who your enemy is.
  • 53:50
Because oftentimes, like in those games, I always felt like I disliked my own faction
  • 53:54
more than the opposing faction.
  • 53:56
And I wanted to like kill them just from a PvP perspective.
  • 54:00
But then it like additionally, I feel like it just arbitrarily segmented the community.
  • 54:04
Like it's like you automatically do not experience the social interaction with half of the game's
  • 54:09
population.
  • 54:10
It's like, you know, that's kind of I didn't I didn't like that.
  • 54:13
So lineage was a non faction based game.
  • 54:15
And it and it was a little bit more on the hardcore side.
  • 54:18
It was also an NCSoft game.
  • 54:21
And I personally liked the more hardcore nature of it.
  • 54:25
Because it it made like, one of the big philosophies that I had with ashes is risk versus reward.
  • 54:32
And sometimes when you're in that kind of grinding experience, you know, a lot of people
  • 54:36
don't like grinding and I personally was a huge fan of grinding.
  • 54:39
But I what I enjoyed was, is when I lost, I felt the bite of the loss more.
  • 54:44
You know what I mean?
  • 54:46
And that to have like a wieldy system like a wilderness like old school Runescape kind
  • 54:50
of wilderness system to it.
  • 54:54
I can't remember.
  • 54:55
Is that what you meant by like the loss?
  • 54:57
No, I mean, like when you died in lineage, you lost like 4% of your level and you had
  • 55:01
an opportunity to like drop gear.
  • 55:03
And this is like this is kind of crazy.
  • 55:07
And I know I'm sure like many viewers gonna be like, damn, that's crazy.
  • 55:10
Yeah.
  • 55:11
But like, I when you were like max level and lineage, it took you like maybe a week to
  • 55:16
recoup that 4%.
  • 55:18
So when you got into like fights with other players, like you had to make a conscious
  • 55:23
decision at that point.
  • 55:24
It's like, all right, am I willing to spend, you know, a week or two weeks regaining what
  • 55:28
I might lose here?
  • 55:31
Like that's something that I need to know if I'm willing to do and now it's a whole
  • 55:34
new calculation.
  • 55:35
It's not just like, oh, yeah, I'll fight like I die.
  • 55:37
I lose nothing.
  • 55:38
You know, I come back, I respawn, whatever.
  • 55:40
But like here, it's like, no, you're gonna have to grind this back out again.
  • 55:44
So twice.
  • 55:45
Yeah, I've had the same thing happen with Rust, where it's like, you have to assume
  • 55:51
that if you lose this, you're losing all of your best weapons, all of your best armor.
  • 55:56
And the other really interesting thing about a game like Rust is even if you win, you're
  • 56:01
still gonna have to spend a bunch of rockets maybe for demolition, you're gonna have to
  • 56:05
spend a bunch of ammo, and you're probably gonna lose some stuff.
  • 56:09
And so is there gonna be any elements of that where there's some investment into the sieges,
  • 56:15
because the sieges are probably one of the most interesting things to me.
  • 56:19
I know, I think Lineage had those two and some other games have as well.
  • 56:23
And I know that like for many MMOs, it's hard to see those.
  • 56:27
It's hard for the first M to really happen, the massively multiplayer part.
  • 56:31
That doesn't usually happen.
  • 56:33
And so what is the scope of those sieges and how do those work?
  • 56:37
So our intent for sieges is to have a 250 versus 250 battlefield.
  • 56:42
And in alpha, we have achieved a battle of about 350 and the servers were performing
  • 56:49
relatively well.
  • 56:50
So we're pretty happy with that.
  • 56:52
On the players side, there's still some additional rendering, culling and optimizations we have
  • 56:59
to do on rendering, right?
  • 57:01
So client performance is something we need to focus on that we haven't yet.
  • 57:05
But on a network, and again, like I said, this is a primarily technical alpha where
  • 57:10
we're testing a lot of our core architectures and systems.
  • 57:15
So seeing that at this stage is very, very good for us.
  • 57:19
Now, I would love to be able to push that to like a 500 versus 500, but I'm not, you
  • 57:24
know, I don't make any promises to our community.
  • 57:27
That's going to be our objective to see what we can do.
  • 57:30
But that's kind of the intent there.
  • 57:31
And you know, when you talk about like, what's generally going to be the player versus player
  • 57:35
component, like from a PvE perspective, we have a lot of, you know, giant raid bosses,
  • 57:41
world raid bosses and dungeons that you're going to progress through and the crafting
  • 57:44
systems and like, you know, encountering of these scaling and difficulties and events
  • 57:53
that occur like a lot of aspects there.
  • 57:56
From a PvP perspective, we have a flagging system.
  • 58:00
So generally what that means is like, in the open world, you can attack another player.
  • 58:04
But if you kill another player, you're going to acquire corruption and corruption is a
  • 58:08
super bad thing to have.
  • 58:11
You're going to take four times the normal death penalties, you're going to potentially
  • 58:13
drop your gear, you're going to be on the map for bounty hunters to find you.
  • 58:18
You know, the more corruption you gain, you're going to have a decreased efficacy in PvP
  • 58:24
where your skill output damage is going to be slowly reduced.
  • 58:28
That's going to be cumulative.
  • 58:29
So like even if you PK someone and like lose your corruption, your next PK is going to
  • 58:33
acquire additional corruption.
  • 58:35
There's going to be a significant guard when it comes to, you know, killing players who
  • 58:39
are outside of a certain level range of you.
  • 58:41
And that's going to just boost your corruption up.
  • 58:44
And you know, there's something there that's I think going to significantly deter open
  • 58:48
world PvP.
  • 58:50
But the desire is to encourage players who want to participate in PvP to participate
  • 58:54
in systems that are focused around PvP.
  • 58:56
So castle sieges, you're not going to lose, you know, you're not going to get experience
  • 59:00
debt in castle sieges because you opted into that system.
  • 59:04
Caravans, you know, as you people move goods throughout the world, they take the risk of
  • 59:08
other players finding them and trying to steal their goods to kill their caravans, so to
  • 59:13
speak.
  • 59:14
You know, very kind of reminiscent of the transporting of goods and like EVE or Archeage,
  • 59:20
right?
  • 59:21
And additionally, there's like guild wars where guilds can declare war on each other,
  • 59:25
you're not going to take experience debt there, you're not going to drop materials and stuff
  • 59:28
there.
  • 59:29
There's node wars that exist.
  • 59:31
There's arena systems.
  • 59:32
You know, there's a lot of different kind of opt ins that we want to kind of encourage
  • 59:37
players to participate in.
  • 59:38
But I mean, the idea there is like, anytime you're engaging in PvP, it should be something
  • 59:43
that's meaningful.
  • 59:45
Like it should have consequence, it should have a risk versus reward component.
  • 59:51
Because you know, like you're describing with Rust, like, when you make those decisions,
  • 59:57
it's a little bit more elevated of a adrenaline response.
  • 1:00:01
You know what I mean?
  • 1:00:02
Like, if you're not going to lose anything.
  • 1:00:05
Yeah, exactly.
  • 1:00:06
Like, those are the types of encounters that like, light you up a little bit.
  • 1:00:10
And like, you remember those later on, like, when I think about my time in MMORPGs, I don't
  • 1:00:15
think about like the curated things that I did per se, like what the designers intended
  • 1:00:20
for me to do.
  • 1:00:21
I think about the like player interactions that occurred.
  • 1:00:23
Like in ArcheAge I played, I had a literal 23 or 24 hour straight PvP event.
  • 1:00:30
There used to be this like Kraken.
  • 1:00:33
And we had like ships of our side versus the other side.
  • 1:00:35
And our guild kind of, you know, was controlling the first like 70 odd Kraken kills on our
  • 1:00:40
server.
  • 1:00:41
And we had like these 20 plus ships that we were like boating around with, right.
  • 1:00:45
And the whole server like ganged up on us.
  • 1:00:47
And we're like coming out to interrupt our ability to kill that Kraken.
  • 1:00:51
And the fight lasted almost 24 hours.
  • 1:00:53
I actually went to and it was straight.
  • 1:00:55
It wasn't just like, all right, let's break.
  • 1:00:57
It was like, no, your ship was destroyed.
  • 1:00:59
You rebuilt that ship quick and you came back to the fight.
  • 1:01:02
Like people would take shifts, they'd go to sleep and come back.
  • 1:01:05
It was like something crazy.
  • 1:01:07
But it was a lot of fun.
  • 1:01:08
And that's like the event I remember most out of that or like in Lineage.
  • 1:01:12
We had like a fight outside of Garon in front of that little arena area where it was over,
  • 1:01:17
you know, DVC or Antharis's Lair.
  • 1:01:20
And like a hunting ground was the best, like the piton pit, I think it was called.
  • 1:01:24
And like this, this guild, this alliance, Invincible, they were called, came and like
  • 1:01:28
fought with our alliance.
  • 1:01:30
And we literally would just respawn and lose level after level fighting for like six hours
  • 1:01:36
outside of Garon.
  • 1:01:37
Just like those are the types of events that you remember with your friends.
  • 1:01:41
And it's because those events had risk associated with them.
  • 1:01:44
It's because they had adrenaline.
  • 1:01:45
It's because they had, you know,
  • 1:01:47
I totally understand.
  • 1:01:49
I remember last year, whenever they originally brought out the Rust server for like Twitch,
  • 1:01:54
we were on the oil rig for like six hours whenever normally it's supposed to be like
  • 1:01:59
a 20 minute thing.
  • 1:02:00
And we were right there.
  • 1:02:01
And then the final kill landed with a guy that was on top who shot a rocket at me.
  • 1:02:07
And I shot him in the head with a sniper while the rocket was coming at me.
  • 1:02:12
We killed each other and we rushed back and we collected like 50 sniper rifles.
  • 1:02:17
It was one of the coolest and most bad experiences I've ever had.
  • 1:02:22
I will never forget that.
  • 1:02:24
And I see like the siege that you did and you guys have obviously siege weapons.
  • 1:02:29
You have trebuchets.
  • 1:02:31
You have all this other crazy stuff, catapults.
  • 1:02:33
Wait till we get the golems in.
  • 1:02:35
Oh, all right.
  • 1:02:36
Yeah.
  • 1:02:37
I like you guys.
  • 1:02:38
Yeah, no, I was just going to say like you guys, I have like a lot of those moments in
  • 1:02:44
video games, like those really hardcore memories.
  • 1:02:47
I actually used to play like a lot of Toontown and I have this one memory when we dropped
  • 1:02:51
a piano on this cogs head and it was actually one of the best memories that I've ever had
  • 1:02:56
in a game.
  • 1:02:57
But I do want to ask something about the corruption system.
  • 1:03:01
Let's say you have a bunch of people who are just targeting you.
  • 1:03:06
Now all of them have different corruption, right?
  • 1:03:08
It's because they're different players.
  • 1:03:10
They're not necessarily working together.
  • 1:03:12
Is there anything like a flag on a player or almost like a kind of like an anti corruption,
  • 1:03:19
I don't even know what you would call it, that protects one player from getting grief
  • 1:03:22
continuously or does it really just come on the corruption of the player who is doing
  • 1:03:29
the action in the first place?
  • 1:03:31
So it's so the way that the kind of the flagging system works is there's three states to a
  • 1:03:36
player's existence in the flag system.
  • 1:03:39
There's combatant where you're engaged in a fight with other combatants or non combatants.
  • 1:03:44
There's a non combatant, which means you're not engaged in, you know, taking damage or
  • 1:03:48
killing any other combatants or non combatants.
  • 1:03:50
And then there's corrupted.
  • 1:03:52
Now corrupted players, if a non combatant or a combatant attack a corrupted player,
  • 1:03:59
they do not receive the combatant flag.
  • 1:04:02
You can basically free kill and attack corrupted players without any detriment, without opening
  • 1:04:07
yourself up to attack from other players, like these are essentially criminals, right?
  • 1:04:11
And you're attacking those criminals.
  • 1:04:14
If you attack other players who are not corrupt, whether they're combatants or non combatants,
  • 1:04:19
you're going to flag for PvP, which means like another person can attack you and kill
  • 1:04:23
you and everybody's going to go back to being non combatants.
  • 1:04:25
Not a problem.
  • 1:04:26
Like nobody's going to gain corruption, like you can participate in that PvP.
  • 1:04:30
When you flag for PvP, when you become a combatant, you're going to take half the normal death
  • 1:04:35
penalties.
  • 1:04:37
So it actually we're incentivizing, we're encouraging people to fight back.
  • 1:04:40
Like if you want to participate and fight back, that's good.
  • 1:04:45
And then the defense mechanism for non combatants who choose not to fight back is that if anybody
  • 1:04:49
kills them, they're going to gain that corruption, take four times the normal death penalty,
  • 1:04:53
accrue four times the normal debt experience.
  • 1:04:55
They're going to have to die in order to remove that corruption.
  • 1:04:58
They can lose their gear potentially, they're going to drop four times the normal amount
  • 1:05:00
of materials and or and or gatherables.
  • 1:05:05
So that's like the defense mechanism for non combatants.
  • 1:05:07
Like people traditionally aren't going to do that.
  • 1:05:09
Now this is, you know, there's some similarities, I think between other flagging systems that
  • 1:05:15
have existed.
  • 1:05:16
For example, in Lineage 2, you know, there was a karma system and you really didn't see,
  • 1:05:22
I mean, there were players that did, you know, PK and stuff, but you really didn't see it
  • 1:05:26
prevalent.
  • 1:05:27
You didn't see it happening all the time.
  • 1:05:28
We have additional protections as part of the corruption system.
  • 1:05:32
So for example, bounty hunters exist, anybody can participate in the bounty hunter system,
  • 1:05:36
they can be flagged as a bounty hunter.
  • 1:05:38
Bounty hunters will see at all times any corrupt players on the world map.
  • 1:05:41
So you can literally hunt them down.
  • 1:05:44
And additionally, corrupt players are allowed to fight back against the bounty hunter if
  • 1:05:48
they're flagged as a bounty hunter without accruing additional corruption.
  • 1:05:51
So it's kind of like a cat and mouse and there's little, there's quest rewards for people who
  • 1:05:57
can achieve killing other corrupted players or even killing the bounty hunters.
  • 1:06:01
So that'll be kind of fun, I think.
  • 1:06:03
But yeah, no, the idea is again, to de-centivize PKing and the corruption system, I think
  • 1:06:07
is going to accurately do that.
  • 1:06:08
And obviously that gets tested, right?
  • 1:06:11
That's something that we need to test.
  • 1:06:12
It's something that we need to vet as part of Alpha 2 and as part of the betas and we'll
  • 1:06:17
make changes as necessary.
  • 1:06:18
But the idea, again, the whole, the concept behind there is disincentivize PKing, encourage
  • 1:06:23
people to consensual PVP and to participate in opt-in PVP systems should they choose.
  • 1:06:29
But at the same time, again, going back to risk versus reward, if I'm out in the open
  • 1:06:33
world and I'm out there and I find a rare spawn of some type of resource and some dude
  • 1:06:40
near me is like, oh shit, I want that resource.
  • 1:06:42
And they're like running up to grab it and I just finished mining it.
  • 1:06:45
And I'm like, nope, later sucker.
  • 1:06:47
And I run off, what's their recourse or what's the risk to me?
  • 1:06:51
There needs to be some inherent risk present because it creates that adrenaline response.
  • 1:06:58
It's like, oh, I'm trying to make it back to town so I can deposit this in my warehouse.
  • 1:07:03
Who's going to capture me?
  • 1:07:04
Who's going to get me as I'm on my way back?
  • 1:07:07
Because we don't have fast travel systems.
  • 1:07:10
So when you're traveling, you have to use faster travel such as mounts or flight paths
  • 1:07:15
from node to node.
  • 1:07:17
Or if a metropolis gets spawned of a scientific type, then you can have teleports between
  • 1:07:21
its vassal nodes.
  • 1:07:23
You have to develop that stuff.
  • 1:07:24
So it's not like I can just yoink the resource and teleport back to town.
  • 1:07:28
I'm good to go.
  • 1:07:29
You know what I mean?
  • 1:07:30
Yeah, I definitely do.
  • 1:07:32
And I'm assuming this also works with like naval things as well, because I'm sure there
  • 1:07:36
are islands out.
  • 1:07:37
And I think that's one of the really interesting things about Ashes of Creation, because I've
  • 1:07:42
never really had the opportunity to play a game that really has a fully fleshed out naval
  • 1:07:47
system.
  • 1:07:48
So what is the scope of like, how big of ships can you build in Ashes of Creation?
  • 1:07:52
Like what's the biggest ship you can make?
  • 1:07:54
How many?
  • 1:07:55
Oh, you can, you can make capital ships, you can make large, very large raid size 40 plus
  • 1:07:59
players that can be on a ship.
  • 1:08:04
And the intent there is like, you know, ships in and of themselves as like as vehicles,
  • 1:08:09
right, they open up an entirely different type of experience than what you would have
  • 1:08:13
on land.
  • 1:08:15
And it's a completely different tactical engagement when you're, you know, on a ship and you're
  • 1:08:20
encountering an adversary, or even for the PvE components of what exists out in the water,
  • 1:08:26
you know, I'm, I never really, I don't know if you guys have, but I've never really experienced
  • 1:08:30
I felt a game that did like water combat.
  • 1:08:34
Well, an MMORPG that did water combat.
  • 1:08:36
Well, I always felt like it was awkward, like movement was really awkward for the most part
  • 1:08:40
in a lot of the or either was just like, it was like an on screen effect.
  • 1:08:44
Sekiro, I think does relatively good water combat and but there's not really a whole
  • 1:08:50
lot of change there.
  • 1:08:52
It's really just, you can just move faster underwater.
  • 1:08:55
But other than that, yeah, there are very few times where water combat doesn't just
  • 1:08:59
like the water level isn't the most hated level.
  • 1:09:02
Well, yeah, I do feel like in MMOs in particular, some people are saying Guild Wars 2, I played
  • 1:09:08
Guild Wars 2, but not enough to actually experience whatever you guys are referring to.
  • 1:09:15
But yeah, I feel like water always does feel clunky.
  • 1:09:17
Yeah, but people are always excited for it.
  • 1:09:19
They're always excited.
  • 1:09:20
Like even after wow, put out some water levels that were like less than great.
  • 1:09:25
Anytime that they would say that they were doing it again, everybody's like, all right,
  • 1:09:27
this is gonna be this is the time it's gonna work.
  • 1:09:29
People want right water level or that water level.
  • 1:09:32
Yeah.
  • 1:09:33
Yeah.
  • 1:09:34
And I think the reason why that desires there is because you have this like standard gameplay
  • 1:09:38
experience that's on land.
  • 1:09:40
And to experience something different just to get you out of that element of, you know,
  • 1:09:46
the same loop over and over is I think a welcomed reprieve from like your typical, your typical
  • 1:09:54
experiences, right.
  • 1:09:55
So the way we kind of approach from a ship perspective of like, how we're going to allow
  • 1:09:59
players to construct these different types of ships is there are many different ship
  • 1:10:02
classes, right?
  • 1:10:03
You have these individual based kind of ship classes that you can construct where you might
  • 1:10:07
only fit one or two people on board.
  • 1:10:09
They're going to be faster, they're going to have different types of abilities, they're
  • 1:10:11
going to have different type of ship components that you can construct and place on the ship.
  • 1:10:15
You're going to have group oriented ships where maybe you're going to be able to fit
  • 1:10:18
like, you know, eight to 10 people on that ship and they're going to have their own aspects.
  • 1:10:22
And then you're going to be able to move up to that multiple groups and eventually raid
  • 1:10:26
size ships.
  • 1:10:28
Each of these ships have like construction and destruction states that you're going to
  • 1:10:32
have to partake in.
  • 1:10:34
They're going to have components that you'll be able to construct and place on the ship
  • 1:10:37
as well.
  • 1:10:38
Are they going to be more offensive?
  • 1:10:39
Are they going to be more defensive?
  • 1:10:40
Are they going to have utilitarian components to it?
  • 1:10:43
Kind of adhering to almost a Trinity and ship design, right?
  • 1:10:46
So like something that correlates to your adventuring class in these ships as well.
  • 1:10:51
And then you're going to have treasure hunting that you can do out in the ocean.
  • 1:10:55
You're going to have treasure maps that you can find and you'll be able to like dig up
  • 1:10:59
and find out there.
  • 1:11:01
You're going to have like, you know, sea raids, bosses that you'll be able to encounter, which
  • 1:11:06
will have, again, a more mechanical component in how it relates to what the ship is doing
  • 1:11:11
versus what your adventuring class is doing.
  • 1:11:15
And that's, I think, going to be something fun as well.
  • 1:11:17
And I think the cool thing about water systems in general, especially when you're talking
  • 1:11:23
about an economy driven game that has the movement of goods as an important component
  • 1:11:29
of how you utilize the artisanship system, is it creates multiple routes by which you
  • 1:11:36
can take these goods, whether through merchant ships or through your caravans transitioning
  • 1:11:40
into those merchant ships.
  • 1:11:42
And it makes a more dynamic battlefield if other players want to mess with you.
  • 1:11:45
Right?
  • 1:11:46
Like I think that's something that's cool too.
  • 1:11:47
And it provides a different source of threat than what you're accustomed to.
  • 1:11:52
Yeah.
  • 1:11:53
I think one of the cool things anytime we all get to have a conversation together and
  • 1:11:57
one of the reasons it's so fun to talk about video games with Asmin is after you've played,
  • 1:12:01
you know, or done 10,000 hours of something, you have a lot of references which you can
  • 1:12:06
point back to.
  • 1:12:07
Right?
  • 1:12:08
So when I'm hearing a lot of these systems, it's like, oh, wow, this does feel like some
  • 1:12:12
of the things that I've heard about in Lineage 2 are, oh, wow, I remembered something like
  • 1:12:17
this in ArcheAge.
  • 1:12:18
And also Eve is another game that I hear in my head a whole bunch.
  • 1:12:22
At the very beginning, though, of the episode, we mentioned that it really does feel like
  • 1:12:25
a renaissance right now for MMORPGs.
  • 1:12:29
The King has been World of Warcraft for a very long time.
  • 1:12:31
Now people are trying to look at different experiences, trying to have these new adventures.
  • 1:12:35
And not only is Ashes going to be having the alpha this weekend, but there are a bunch
  • 1:12:39
of new MMORPGs going on.
  • 1:12:41
And as you're going about development, how much attention are you paying to these other
  • 1:12:48
games?
  • 1:12:49
Because I've always felt like that's one of the most interesting balancing acts of being
  • 1:12:52
your own thing that creates a game for the people who love that game.
  • 1:12:56
And it's like much more niche.
  • 1:12:58
Like when I play old school RuneScape, it's a skilling game.
  • 1:13:00
I'm sitting there and I'm going to be leveling up my skills.
  • 1:13:03
And that integral progression, that feels good.
  • 1:13:06
Whereas WoW is a completely different experience, right?
  • 1:13:08
Where it's all about getting the loot or if you're Asmongold, it's all about getting mounts.
  • 1:13:11
So how much are you looking at these other games and saying, wow, this is what the current
  • 1:13:17
player base wants right now?
  • 1:13:19
And how much are you staying in your own lane?
  • 1:13:21
Yeah, that's a good question.
  • 1:13:24
One of the things, like I said at the beginning, MMORPGs are hard to make.
  • 1:13:29
Ours is a particularly ambitious one.
  • 1:13:31
I have a lot of experiences across many different MMORPGs that I've played.
  • 1:13:36
And I rely on those experiences, obviously, to influence the game design that I have for
  • 1:13:45
Ashes of Creation.
  • 1:13:47
At the same time, a lot of projects fall into a significant scope creep.
  • 1:13:51
Now I feel like our scope is already big enough.
  • 1:13:53
So I don't really have to worry too much about the scope creep component of it.
  • 1:13:57
But when I look at what other games are doing, I don't really look as much at what the game
  • 1:14:03
itself is doing as much as I look at what the reception of the community it's creating
  • 1:14:08
that game for and the feedback that that community gives that game.
  • 1:14:11
So I love to see when games come out and they debut like, all right, here's our beta, here's
  • 1:14:18
our alpha.
  • 1:14:19
And I go and I read the boards, I go and I read Reddit, I watch the Twitch channels and
  • 1:14:23
read the chat.
  • 1:14:24
And I just flood myself with what's the community reception?
  • 1:14:30
What's the feedback that communities?
  • 1:14:32
Because oftentimes with MMORPGs, you can receive similar feedback across different types of
  • 1:14:38
game systems.
  • 1:14:39
At the fundamental aspect of what an MMORPG is, whether you portray it through a naval
  • 1:14:45
system or you're portraying it through a castle siege system, there's similar desires that
  • 1:14:52
the players are looking to experience in order for them to have what's considered fun.
  • 1:14:56
And a lot of times MMORPG players are going to share in that sentiment of what fun is.
  • 1:15:00
I mean, typically, you'll obviously have some segmentation in the demographic of MMO players.
  • 1:15:05
You're going to have tab targeted oriented players, you're going to have action combat
  • 1:15:08
oriented players, you're going to have more PvE focused players, you're going to have
  • 1:15:12
more PvP focused players, you're going to have crafting and resource gathering, you're
  • 1:15:18
going to have farming.
  • 1:15:19
I mean, there's different pockets of what players kind of enjoy amongst the MMORPG community.
  • 1:15:26
And it's good because in Ashes of Creation, like, yes, we have a lot of ambitious goals
  • 1:15:32
from a system standpoint.
  • 1:15:34
And we're taking our time because we don't have a publisher breathing down our neck,
  • 1:15:40
we don't have an investment, you know, investors breathing down our neck.
  • 1:15:45
We get to spend the time it's going to take while keeping the scope dialed into what we've
  • 1:15:50
originally focused on.
  • 1:15:52
And we get to make sure that that's polished and that it gets developed and that it gets
  • 1:15:57
created to kind of our satisfaction and to the players satisfaction.
  • 1:16:00
And that's the whole reason why we're doing this.
  • 1:16:02
I know I always see players, okay, it's funny, because we announced the project back in 2016.
  • 1:16:10
And we went and we had in 2017, we had a Kickstarter.
  • 1:16:16
And the purpose of that Kickstarter was to incorporate some additional components that
  • 1:16:19
I didn't necessarily have incorporated and kind of get a nice platform from a marketing
  • 1:16:24
perspective also of where we can attract an audience because we're a brand new IP, a brand
  • 1:16:28
new studio.
  • 1:16:29
And, you know, I don't want to necessarily spend money on marketing when it's not time
  • 1:16:34
to convert yet, so to speak, right?
  • 1:16:35
We're still significantly in development.
  • 1:16:38
So you know, the outline of what the game's going to be and kind of approaching the audience
  • 1:16:42
does do these things resonate with other MMO players?
  • 1:16:46
Or am I like this one off, you know, weird oddity of an MMO player?
  • 1:16:51
And it was good to see that like, no, a lot of people want to see this, right?
  • 1:16:55
Like right now we have millions of preregistered users and we haven't spent a dime on marketing.
  • 1:17:01
And that's a cool thing.
  • 1:17:03
Why?
  • 1:17:04
Because it's been a grassroots growth, meaning that every month for the past five years,
  • 1:17:10
four years, no, four years, every month for the past four years, we have had a development
  • 1:17:15
update stream every single month where we spend over an hour, we show the creation of
  • 1:17:19
art assets, we show the development of the world, we show the development of these design
  • 1:17:23
systems, we, you know, talk about like, okay, here's what we did this month.
  • 1:17:27
And I always tell players like, hey, back in 2017, we had a large list of skeptical
  • 1:17:31
communities, right?
  • 1:17:33
Whatever it was on Reddit, it was on MMORPG.com, whatever.
  • 1:17:36
There was a lot of people out there that was says like, oh, this is too good to be true.
  • 1:17:40
Like they're never going to do it.
  • 1:17:41
Oh, it's a scam.
  • 1:17:42
It's a, you know, what does he know about game development?
  • 1:17:45
Unreal Engine can't handle that many players.
  • 1:17:46
Like there's every single possible criticism that existed for the development of the game
  • 1:17:51
was present on some board somewhere.
  • 1:17:53
And then as we continue development and we show progress and we show, you know, how this
  • 1:17:59
game is coming to life, those voices started to subside, right?
  • 1:18:04
And like right now, as we're going into this alpha, you know, we're still going to get
  • 1:18:07
a lot of people out there that it's like, oh, you know, there's nothing in this alpha.
  • 1:18:10
It's bare bones.
  • 1:18:11
There's no content.
  • 1:18:12
Well, I mean, that's, that's not the purpose of the alpha.
  • 1:18:14
This particular alpha, its purpose is to substantiate what our core systems and architectures
  • 1:18:19
are.
  • 1:18:20
And you can see over the last, you know, just looking a year back, how different the game
  • 1:18:24
looks.
  • 1:18:26
You can go on like our YouTube and you can see like a year ago, wow, like there's so
  • 1:18:31
much difference in the, in the actual presentation of this game and what's present in just one
  • 1:18:36
year's piece of time, like giving it time.
  • 1:18:39
The hope is that players are going to look and they're going to see what's possible as
  • 1:18:43
we continue moving forward.
  • 1:18:45
I mean, we have now over a hundred developers working on the project, not to include, you
  • 1:18:49
know, the, the, the teams that we work with that are outsourced as well.
  • 1:18:52
And we're growing as you know, as another part of it, we're trying to hire another
  • 1:18:56
50 or 60 developers over just the next few months as we get back into our studio.
  • 1:19:01
So you know, COVID definitely was, COVID definitely was unfortunate because even from a business
  • 1:19:07
standpoint, you know, it was difficult to onboard people remotely.
  • 1:19:11
But I thought we did a very good job.
  • 1:19:12
I think we onboarded like 30 people over the last, you know, 12, 13 months which was really
  • 1:19:19
good.
  • 1:19:20
So like part of this, you know, part of the whole process is just letting players sit
  • 1:19:24
back and watch and having, giving them the opportunity to give that feedback and to put
  • 1:19:29
their voice into it.
  • 1:19:30
Because we all have different experiences.
  • 1:19:31
We all have different backgrounds.
  • 1:19:32
We've all experienced things in different games that we've enjoyed.
  • 1:19:35
And, and you know, there's a large, there's a large selection of games out there that
  • 1:19:40
do things differently.
  • 1:19:41
And it's, and it's good to take player kind of experience into account as you're developing
  • 1:19:46
these things.
  • 1:19:47
Yeah.
  • 1:19:48
And I think a lot of the things that you're alluding to is really these emergent moments
  • 1:19:52
that can come from player behavior, the player being an agent of chaos.
  • 1:19:56
And that's where the memories really come from.
  • 1:19:59
But a thing that I've seen in MMORPGs in particular because of the scope and everything it takes
  • 1:20:04
to really keep the ship afloat and to make the money come in.
  • 1:20:09
And obviously you've talked about how your game is a lot different because of how it's
  • 1:20:13
funded.
  • 1:20:14
But sometimes a player base, the emergent behavior ends up going in like a completely
  • 1:20:21
unexpected direction, right?
  • 1:20:22
Like you make a game that's combat focused and now everybody's ERPing or you make a game
  • 1:20:29
that's economy focused and suddenly everybody's ERPing.
  • 1:20:33
Suddenly PVP focused and suddenly everybody's ERPing.
  • 1:20:36
It happens.
  • 1:20:37
It's a lot of ERP in general, but I'm sorry, go ahead.
  • 1:20:39
Well, I went into, for example, when I was doing like testing for New World, for example,
  • 1:20:44
I went into that and I was like, I'm going to beat shit up.
  • 1:20:46
I'm going to cast magic spells.
  • 1:20:49
And by the end of it, I was like, I'm crafting.
  • 1:20:51
That is all I'm doing.
  • 1:20:53
And I was just sitting in town and I was just crafting.
  • 1:20:55
Rich and I have an agreement.
  • 1:20:56
I will be the person that goes out and gathers everything.
  • 1:20:59
And I'm the one that slays a dragon and Rich is the housewife that just stays home and
  • 1:21:04
makes me weapons.
  • 1:21:05
Yeah.
  • 1:21:06
And it's that arrangement.
  • 1:21:07
That's a sweet setup.
  • 1:21:08
Yeah, it transcends games.
  • 1:21:09
At this point, it's just a living arrangement at this point.
  • 1:21:14
But my question for you, Steven, is when you look at the player base, what happens if all
  • 1:21:23
of a sudden, all of that emergent behavior, it's all around crafting, for example, and
  • 1:21:28
they feel like ashes.
  • 1:21:29
Jesus, please get that off the screen, please.
  • 1:21:30
Call on us out here.
  • 1:21:31
Will there be a marriage?
  • 1:21:32
No, I'm just kidding.
  • 1:21:33
Okay, so let's say that every single player- There will be marriage and ashes of creation,
  • 1:21:38
by the way.
  • 1:21:39
I'm sorry, go ahead.
  • 1:21:40
We already, yeah, Asmin and I already agreed.
  • 1:21:41
We already know we're getting married.
  • 1:21:42
We're just waiting for it to come out.
  • 1:21:47
But one of the things is, if you have a player base that all of a sudden, like let's just
  • 1:21:51
use crafting as an example.
  • 1:21:53
They are obsessed with crafting.
  • 1:21:55
Everybody's crafting, saying it's the best crafting game.
  • 1:21:58
Do you think that there's a world where some of the other systems slowly start to peel
  • 1:22:03
off and you focus on that aspect of the game?
  • 1:22:06
Or do you think that the vision of the game is something that will remain the same over
  • 1:22:10
time, no matter what emergent player behavior comes out?
  • 1:22:13
Because I just feel like the scope is so big.
  • 1:22:15
And that's one of the reasons I'm curious.
  • 1:22:17
Yeah, I think that one of the ways you balance a game that have many different divergent
  • 1:22:24
systems and or progression paths, like Ashes, is that you need to incorporate as many interdependencies
  • 1:22:32
as possible between those systems.
  • 1:22:35
So that it's a push and pull situation when players spend focus or community spends focus
  • 1:22:42
in one direction.
  • 1:22:43
Now, with that being said, obviously, the way you kind of try to identify those things
  • 1:22:49
as much as possible is through testing.
  • 1:22:51
So having as many testing periods as possible, even though we're now just dropping the NDA
  • 1:22:57
for alpha, we've been testing in alpha with our almost 15,000 alpha one testers for the
  • 1:23:05
past like eight or nine months, I think.
  • 1:23:08
Gosh, I might be wrong on that.
  • 1:23:10
But like, you will find some of those things, some of those focuses of players.
  • 1:23:16
And that's also one of the reasons why you don't always want to have a heavily QA, just
  • 1:23:20
like a, you know, hired QA team, because they're not going to have the response, the interest
  • 1:23:25
that normal players are going to have all the time.
  • 1:23:28
Like we have our own internal QA teams, and our internal QA team is unbelievably amazing.
  • 1:23:32
But also at the same time, you want to have that fresh kind of perspective from the players
  • 1:23:37
that are participating.
  • 1:23:39
So testing a lot is going to identify some of those as you described, you know, areas
  • 1:23:45
where players are really going to focus perhaps outside of what we would come to expect.
  • 1:23:50
But at the same time, it's like, if the development of these systems is created in such a way
  • 1:23:54
that there are interdependencies between these different focuses, is it right for the developers
  • 1:24:03
to step in and change things out from under the feet of the players?
  • 1:24:07
Like, there's a reason that they're focusing in those areas.
  • 1:24:10
Now let's build upon that.
  • 1:24:12
You know what I mean?
  • 1:24:13
Like, it's not, it's not let's rip out per se.
  • 1:24:15
Let's let's the players have given us a direction.
  • 1:24:18
Okay, great.
  • 1:24:19
Now we know our next update is going to be focused around the activities that the players
  • 1:24:24
enjoyed the most.
  • 1:24:26
Like that.
  • 1:24:27
You don't want to you don't want to shoehorn a population.
  • 1:24:29
Okay, you're gonna like this.
  • 1:24:31
And if you don't, you better.
  • 1:24:32
It's like, if you don't, we're gonna you're gonna put our foot in the sand.
  • 1:24:35
And we're gonna tell you that this is how it's gonna be.
  • 1:24:38
And you're gonna like it and eat it.
  • 1:24:40
Like required by an achievement or something like that.
  • 1:24:42
Right.
  • 1:24:43
Exactly.
  • 1:24:44
Like, no, the players are giving you valuable feedback in that focus.
  • 1:24:47
So let's capitalize on it.
  • 1:24:48
Yeah, I feel like that's something that we've seen too much in MMORPGs in particular, I
  • 1:24:54
feel like you don't see it in other genres as much just because MMORPGs are much more
  • 1:25:00
reward focused a lot of the time.
  • 1:25:01
I feel like you see like, okay, this is the new system.
  • 1:25:05
Because it's the new system, it's going to have a fantastic reward.
  • 1:25:08
And whether you like it or not, you have to play.
  • 1:25:11
And that's and to be completely frank, that's bullshit.
  • 1:25:14
Like I mean, that that's, that's not
  • 1:25:18
the way that this is supposed to work.
  • 1:25:21
Like developers make, let me tell you something that's been intrinsic across every developer
  • 1:25:30
I have hired at Intrepid is their passion is to see the excitement and smile on the
  • 1:25:36
player's face they're making a game for.
  • 1:25:39
People don't join the gaming industry because they want to make a bunch of money.
  • 1:25:44
People join the gaming industry because they take heart in what players are experiencing
  • 1:25:51
that they've had a hand in creating.
  • 1:25:53
Like that's the ultimate sense of satisfaction.
  • 1:25:56
It's the ultimate sense of reward for any developer.
  • 1:26:01
So when those decisions get made, again, I'm going to say that it's not the developer's
  • 1:26:06
fault.
  • 1:26:07
It is the corporate greedy blood sucking overlord that is stepping into the development team
  • 1:26:13
and saying you must do this thing.
  • 1:26:16
And this thing must be on my desk by the end of this quarter.
  • 1:26:19
Like that's that is not I mean, you know, I'm not trying to like put on blast any particular
  • 1:26:26
company or whatever.
  • 1:26:28
But it's like that's what led me to want to create Intrepid.
  • 1:26:32
It's like the developers are like trapped running around, running around like ants in
  • 1:26:37
a maze, I would say.
  • 1:26:39
And it is, you know, I actually
  • 1:26:41
corporate structure is putting up the walls.
  • 1:26:43
I think that's pretty much what we're saying.
  • 1:26:45
Yeah, look, I went to I went to school for game design.
  • 1:26:48
Right.
  • 1:26:49
And the thing that you said, Steven, you don't get in game design to to make money.
  • 1:26:53
The second that I got out of school and saw how much those game design jobs and like just
  • 1:26:57
general jobs around gaming paid, I was like, you know what?
  • 1:27:00
I think we're going to turn on stream.
  • 1:27:05
Screw this shit.
  • 1:27:07
There are a lot of incredibly passionate people that you will meet in in the indie scene.
  • 1:27:13
And even if you walk into a triple A, you're still going to meet a lot of those people.
  • 1:27:17
And the thing is, though, is just the reality of the job.
  • 1:27:21
I actually think one of the worst things about the general the jobs in game design, I feel
  • 1:27:27
like the bigger the company, the more likely you are at this point to have very inexperienced
  • 1:27:32
people who start out in QA and just slowly work their way up and then all of a sudden
  • 1:27:36
they're managing a project that they're really not.
  • 1:27:40
They don't have the skill set necessarily to be in charge of.
  • 1:27:43
I feel like that's like a term for that, where people voted to appoint competence.
  • 1:27:48
Well because they're good at their current job, they get promoted up to the next job
  • 1:27:51
until they're not good at the next job, because that's whenever they stop getting promoted.
  • 1:27:54
And like, it's definitely an issue.
  • 1:27:56
I see that happen with all the principal.
  • 1:27:58
Is that what it's called?
  • 1:27:59
I'm not sure.
  • 1:28:00
Your principal, the peer principal, maybe it is.
  • 1:28:02
And like, yeah, I think overall that's definitely been like a struggle with gaming in general,
  • 1:28:06
is that like there are so often times where there are changes made to games and things
  • 1:28:11
that are added into games that are purely made for, I mean, this is to make money, right?
  • 1:28:16
And there's no way that you can explain like, how is this good for players?
  • 1:28:20
There's no way that it's good for players.
  • 1:28:22
It's just, this is a parasite on the player base.
  • 1:28:25
It doesn't help anybody.
  • 1:28:26
And it actually like, and I think like the example that you gave with like the cosmetics
  • 1:28:30
is definitely true.
  • 1:28:31
Many people don't have resentment towards cosmetics whenever the end game rewards are
  • 1:28:35
great, but whenever the end game rewards are lacking and the cosmetics are just the end
  • 1:28:38
all and be all, it's like, you're either wearing a burlap sack or this giant, like massive
  • 1:28:45
plate armor that has flags coming off of it if you spend $20.
  • 1:28:48
Yeah, it's just, it's not good.
  • 1:28:50
And I think the cannibalism there is what people really resent, not necessarily the
  • 1:28:54
store itself.
  • 1:28:55
I think that's really at least how I feel about it.
  • 1:28:58
Yeah, for sure.
  • 1:29:00
No, I think another component, by the way, when we implemented like our cosmetics that
  • 1:29:05
are part of the packages is that like, these aren't things you just get on day one either.
  • 1:29:10
Like you have to actually earn the end game item first to apply the skin.
  • 1:29:15
So it's not like you're purchasing a mount and like, Oh, I have a mount on day one.
  • 1:29:21
You know what I mean?
  • 1:29:22
It's like, no, you must achieve the comparable mount first and then you get to apply the
  • 1:29:27
cosmetic as well.
  • 1:29:28
So like, you know, I think that I think what you just said is right.
  • 1:29:32
It's like, players have just experienced the bad way of doing cosmetics.
  • 1:29:37
And I think there's a good way that's healthy.
  • 1:29:42
And again, goes to support the game and at the same time, you know, provides, I think,
  • 1:29:48
an option for more for less hardcore players to achieve visual diversity, you know, things
  • 1:29:53
that they enjoy.
  • 1:29:54
That makes sense.
  • 1:29:55
Rich, I want to go ahead and get some questions in there.
  • 1:29:59
People have had a ton of questions.
  • 1:30:00
I'm already on it.
  • 1:30:02
I'm reading.
  • 1:30:03
I've got one right here.
  • 1:30:04
And this is one from Radovan over on Twitter.
  • 1:30:07
He says, please ask if we will have naval combat with destroyable airships.
  • 1:30:12
And if we will be able to make nodes on islands in the middle of the ocean or see if there
  • 1:30:17
are any.
  • 1:30:18
Holy shit, there's a lot of questions there.
  • 1:30:22
So you can't just make nodes where you choose.
  • 1:30:25
Nodes are predefined locations that exist within the world as they relate to nearby
  • 1:30:30
points of interest, right?
  • 1:30:31
Because again, they share those points of interest.
  • 1:30:33
You won't see the nodes at first.
  • 1:30:35
And as you do things, the nodes will then progress and you'll be able to identify, oh,
  • 1:30:38
this is a node location.
  • 1:30:39
I'm going to do things here.
  • 1:30:40
It's going to have quests that loop for me and I can, you know, whatever.
  • 1:30:43
There will be some nodes that do exist on islands.
  • 1:30:45
So that is a yes, but you won't be placing them.
  • 1:30:48
Are there airships that you can fly?
  • 1:30:49
No, there's no airships that you can fly around.
  • 1:30:53
Will there be, I think the other part of that was like, is there naval battles and destruction?
  • 1:30:58
Yes.
  • 1:30:59
Yes.
  • 1:31:00
Ships are destroyable.
  • 1:31:01
One of the, one of the cool things about ship system is that you're not just going to be
  • 1:31:05
able to get your ship destroyed and then like float out in the water and rejoin the battle
  • 1:31:09
after some like two minutes of repairing and spawn the ship just in the middle of the water.
  • 1:31:13
Ships can only be spawned from land locations.
  • 1:31:17
So like if you lose a battle at sea, there's a consequence there.
  • 1:31:21
You're not just going to have to face that same player.
  • 1:31:23
They're going to have to take time to come back out to you, which gives you the time
  • 1:31:27
for whatever the reason you destroyed that, you know, get all that person to either get
  • 1:31:30
their stuff.
  • 1:31:31
Yes.
  • 1:31:32
Or to complete the raid or to, you know, travel with the merchandise or, you know, whatever.
  • 1:31:38
Yeah.
  • 1:31:39
That that's happened.
  • 1:31:40
I remember I, in rust, we killed this guy's ship as he was like out at the oil rig and
  • 1:31:44
I saw him swimming back by himself in the water.
  • 1:31:48
And I, I felt so bad shooting him because he was just going to put him out of his misery.
  • 1:31:54
Otherwise he would have swim all the way back.
  • 1:31:56
Yeah.
  • 1:31:57
Yeah, I did.
  • 1:31:58
I had to do it.
  • 1:31:59
You did a service.
  • 1:32:00
So yeah, that's awesome.
  • 1:32:01
I think that for me, like the Naval battles and the stuff, the reason why I think it's
  • 1:32:05
like so like really compelling is that like, you know, what is it like only 13% of the
  • 1:32:10
ocean has been mapped out.
  • 1:32:11
So it's still like an unknown and a lot of ways.
  • 1:32:14
Hey, have you seen that UFO shit?
  • 1:32:17
Where there's like UFOs flying in and out of the water.
  • 1:32:19
Yes.
  • 1:32:20
I'm telling you, you need to go rewatch the abyss because there's some fricking under
  • 1:32:24
underwater, like alien civilization.
  • 1:32:27
That's just watching us.
  • 1:32:28
Maybe we're in like a lab experiment.
  • 1:32:30
Yeah, exactly.
  • 1:32:31
No, I've heard about that way too many times for my mom.
  • 1:32:35
She's very into that kind of stuff.
  • 1:32:36
I'm super into that too.
  • 1:32:37
I constantly share video.
  • 1:32:39
I share videos with my team, like on Slack all the time.
  • 1:32:42
I'm like, look at this one.
  • 1:32:43
This is a UFO.
  • 1:32:44
And they're just like, yes, Stephen.
  • 1:32:45
There's no UFO.
  • 1:32:48
It's not a photo glitch.
  • 1:32:49
No, to 100% like ancient aliens kind of stuff.
  • 1:32:52
I mean, I don't know about the whole ancient aliens thing, but like, I've just it's I don't
  • 1:32:59
know.
  • 1:33:00
You just like watch these like pilots that are like Navy career pilots and they're like
  • 1:33:03
emphatically saying like what we saw is not possible with human technology.
  • 1:33:09
Like I tend to listen to what they're saying because they seem credible.
  • 1:33:14
But anyway, sorry, going off on alien topics.
  • 1:33:17
Oh, expansion, right?
  • 1:33:18
Talking about aliens.
  • 1:33:19
Yeah, absolutely.
  • 1:33:20
Yeah.
  • 1:33:21
They're not airships, they're flying saucers.
  • 1:33:22
They're spaceships.
  • 1:33:23
Yeah.
  • 1:33:24
All right, Rich, do you have a question?
  • 1:33:25
Yeah.
  • 1:33:26
So I know that this is something that you've already spoken about on the show, but I do
  • 1:33:32
think it is a good thing to go back to.
  • 1:33:34
There are a few questions basically saying, is there any level of nerves going into this
  • 1:33:40
Alpha weekend?
  • 1:33:41
Oh, yeah.
  • 1:33:42
Yeah, absolutely.
  • 1:33:43
There are a few incredible nerves.
  • 1:33:44
Like I think I was up till 330 last night testing with testers and our discord.
  • 1:33:49
And I had to get up at like six this morning because I couldn't sleep.
  • 1:33:54
We have like a last minute bug in the build that was like, I'm like, what is this bug?
  • 1:33:58
How did it get there?
  • 1:33:59
And like, I think we've solved it.
  • 1:34:01
Hopefully.
  • 1:34:02
I don't know.
  • 1:34:03
I had to leave the studio for this, but hopefully everything's not burning down right now.
  • 1:34:05
But I'm just kidding.
  • 1:34:06
No, yeah, there's a lot of nerve.
  • 1:34:08
I think the biggest nerve and probably the biggest help amongst like the community that's
  • 1:34:13
watching right now and our Ashes of Creation community is helping to set the right expectation
  • 1:34:18
again for the Alpha.
  • 1:34:20
Like again, this is our first Alpha.
  • 1:34:22
There's not going to be a lot of content.
  • 1:34:24
Yeah, what can we do as like players and streamers and also for viewers?
  • 1:34:28
Like what can we do to make this Alpha as productive for you guys as possible?
  • 1:34:33
I mean, so what we're really looking for out of players is to kind of run through that
  • 1:34:37
progression.
  • 1:34:38
We want to do a lot of density testing with like sieges.
  • 1:34:41
We want to have players kind of move throughout the world to experience the progression systems,
  • 1:34:48
to experience kind of, you know, utilizing the launcher, the patcher, connecting into
  • 1:34:52
the server, testing what our server architecture feels like, testing what, you know, skill
  • 1:34:59
usage is going to be, playing the different types of classes.
  • 1:35:02
So like not just sticking with one, but making new characters and kind of running through
  • 1:35:05
that, going through the questing systems.
  • 1:35:08
You know, those are kind of what our objectives are.
  • 1:35:10
We'll be watching everything on the back end.
  • 1:35:12
We'll be taking into account this data.
  • 1:35:14
You know what I would say from a content perspective and from like a streaming perspective, when
  • 1:35:20
you're showing your audiences this, it's super important to remind them that like our process
  • 1:35:24
of developing this game is very different than what they might be traditionally used
  • 1:35:28
to.
  • 1:35:29
When players in the MMORPG genre see or hear the word Alpha, traditionally they're expecting
  • 1:35:35
a localization Alpha, which is essentially a Eastern ported MMORPG that's already been
  • 1:35:41
launched, that's already been in service.
  • 1:35:43
It's a completed game and it's being brought over to North America or to Europe and they've
  • 1:35:47
gone through a localization pass and they're saying, Hey, this is Alpha because we would
  • 1:35:52
like to sell you this Alpha package and that you get early access to the Alpha package.
  • 1:35:57
But in reality, you're buying a completely finished game.
  • 1:36:00
So like our approach is completely different.
  • 1:36:03
This is still a developmental Alpha.
  • 1:36:05
This is not a marketing Alpha.
  • 1:36:06
We are in development.
  • 1:36:08
There is a lot of change that's going to occur over time to the project that's going to completely
  • 1:36:17
redefine the aspect of the game and the visuals of the game and all the content that's going
  • 1:36:22
to be incorporated.
  • 1:36:23
So making sure audiences know that they're coming into it with the right expectations,
  • 1:36:27
that's a super important aspect of this Alpha.
  • 1:36:31
You know, there are going to be components that might feel boring, but like that's what
  • 1:36:34
we're looking to collect data on is things that players are doing and doing with each
  • 1:36:39
other in a dense location.
  • 1:36:41
And that's the important part of it.
  • 1:36:42
You're a new game.
  • 1:36:43
These things happen.
  • 1:36:44
Exactly.
  • 1:36:45
There you go.
  • 1:36:46
Somebody literally said in the chat, somebody said in the chat, they were like, yeah, just
  • 1:36:51
throw an OTK logo on it.
  • 1:36:53
So you get a free pass when anything's going wrong.
  • 1:36:55
I know we have a lot of OTK fans in the studio, developers.
  • 1:37:02
They were like, holy shit, you're going on Allcraft.
  • 1:37:05
I'm like, yeah, they hit me up last night.
  • 1:37:07
I was like, it sounds like a good time.
  • 1:37:09
And they're like, oh, I can't believe it.
  • 1:37:10
We've got a lot of fans in the studio.
  • 1:37:13
Yeah.
  • 1:37:14
I also want to say, man, like before we get to the rest of the questions, I want to say
  • 1:37:16
thank you so much for coming on, especially on the eve of the game coming out on your
  • 1:37:21
birthday.
  • 1:37:22
Happy birthday again.
  • 1:37:23
Thank you.
  • 1:37:24
Thanks.
  • 1:37:25
Thank you so much, man.
  • 1:37:27
It's really incredible to see how flexible and passionate you are with the project, especially
  • 1:37:32
over this past year or so whenever I've been keeping up with it.
  • 1:37:35
Thank you, buddy.
  • 1:37:36
Appreciate that.
  • 1:37:37
No, I mean, again, we do this for the players, and I love any time I have to interact with
  • 1:37:42
players.
  • 1:37:43
You guys are players.
  • 1:37:44
And seeing the audience and their feedback, that's super important to me.
  • 1:37:48
So I appreciate the opportunity 100%.
  • 1:37:50
And this is a question that I think that we talked about a little bit before, but this
  • 1:37:54
is from era from at era to the moon on Twitter.
  • 1:37:58
With the MMO genre having become fairly stale over the years, are you looking to innovate
  • 1:38:02
the genre or protect its current or sorry, perfect its current tropes?
  • 1:38:06
I think we're looking to do a little bit of both.
  • 1:38:09
I think on the on the innovation side, like we have a lot of systems that I think are
  • 1:38:15
innovative, one of which being the nodes which we've talked a lot about.
  • 1:38:18
Yes.
  • 1:38:19
Another of which is kind of our monster coin system, which is the ability for players to
  • 1:38:23
kind of inhabit the soul of a monster during certain events.
  • 1:38:27
So you use the you know, the sponsor coin that you can find in the world, and you become
  • 1:38:32
the dragon or you become the troll or you become one of the zombies in the horde.
  • 1:38:36
And as you kind of move with the event against a node, you can attack NPCs and you can attack
  • 1:38:42
other players.
  • 1:38:43
You can disable like buildings by attacking and damaging the buildings.
  • 1:38:47
These are part of like our event systems.
  • 1:38:49
I think that's a cool, innovative thing that, you know, I think some games have done those
  • 1:38:52
in the past, but I think it's going to be a lot of fun.
  • 1:38:55
No, I think I think there's a lot of stuff we're looking to to innovate on.
  • 1:38:59
But at the same time, like I said, like you don't have to reinvent the wheel for MMORPG
  • 1:39:04
gamers to be content and happy.
  • 1:39:06
Like they're looking for content at the end of the day.
  • 1:39:08
They're looking for social interaction at the end of the day.
  • 1:39:11
A new game brings both of those things.
  • 1:39:15
And I think as long as they're familiar with the core systems being level progression,
  • 1:39:20
adventuring class, kind of crafting, you know, general hunting and AI experiences, like those
  • 1:39:25
are those are where your wheelhouse are.
  • 1:39:27
And then you can put whatever spokes you want on that wheel to innovate.
  • 1:39:32
This one's coming from Kovyati on Twitter.
  • 1:39:35
It says, will the augmentation system create distinct classes?
  • 1:39:39
My biggest fear is that we have these 64 super exciting class names, but in the end, a lot
  • 1:39:45
of them might feel the same.
  • 1:39:47
And are there going to be different resource management or anything like that is the question.
  • 1:39:53
So the kind of way excuse me.
  • 1:39:58
The kind of way that augments work in the class system is there are eight archetypes
  • 1:40:03
that exist, right?
  • 1:40:04
You have fighter, you have tank, you have rogue, you have ranger, you have summoner,
  • 1:40:09
you have mage, you have cleric, and you have bard.
  • 1:40:13
Those are the eight archetypes.
  • 1:40:14
And then as you're leveling those up, you're going to select your active skills from those
  • 1:40:18
archetypes.
  • 1:40:19
And the active skill selection is not going to change like that's your active skills are
  • 1:40:21
going to come from that archetype.
  • 1:40:23
When you select your secondary archetype to create your class, that secondary archetype
  • 1:40:28
is going to provide you with four schools of augmentation.
  • 1:40:32
And those schools can be applied to your active skills.
  • 1:40:35
So for example, in the past, we've kind of described like, one of those ideas is like
  • 1:40:38
if I select fighter as my primary, and I have this kind of charge ability that zooms me
  • 1:40:45
across the battlefield and deal some damage on X target, that's my primary ability.
  • 1:40:53
If I select mage as a secondary, and I choose the teleportation school to apply to the charge,
  • 1:40:58
now instead of spending whatever time it takes to reach your target, you'll instantly teleport
  • 1:41:02
to the target, right?
  • 1:41:03
Or if I apply the elemental school from the mage secondary to the charge, instead of dealing
  • 1:41:09
X damage upon contact, I might now deal X damage with some elemental dot like a fire,
  • 1:41:15
they catch fire or some electrical damage that might stun the target.
  • 1:41:20
Those are kind of how we create differences across and the whole idea behind the augmentation
  • 1:41:27
of active abilities is that we're adhering to a traditional Trinity system.
  • 1:41:35
And the one of the ways we want to flirt with that Trinity system is to allow their traditional
  • 1:41:40
role of an archetype to move in one of the directions by applying those augmentation
  • 1:41:44
schools of their secondary choice.
  • 1:41:47
And I think that gives a lot of flexibility, right?
  • 1:41:49
Now you're kind of playing a little bit with what your role is.
  • 1:41:53
Is that going to create metas?
  • 1:41:54
You know, obviously, I think from a balance perspective, it's a little bit difficult to
  • 1:41:58
achieve not having metas per se.
  • 1:42:02
But what it will do likely is because of the Trinity based system, you're going to have
  • 1:42:06
different schools of metas.
  • 1:42:08
And those schools of metas will now have kind of a counterplay system, where it's a rock
  • 1:42:13
paper scissors, like what, you know, what beats out others.
  • 1:42:15
And we're not focusing on like one v one balancing, we're focusing on party versus party.
  • 1:42:20
And I think that's something that that is going to help as well.
  • 1:42:23
Yeah, it actually funny enough, it reminds me a lot of Final Fantasy 11.
  • 1:42:28
In some ways where you really had like that's I think it was called a side job or second
  • 1:42:32
job.
  • 1:42:33
And it's like if you were a healer and a dragoon, then all of a sudden your your dragon was
  • 1:42:37
like healing and different things like that.
  • 1:42:39
But it reminds me of quite a few different systems.
  • 1:42:42
Very exciting.
  • 1:42:43
All in all, Asmin, there's one question that everybody's been asking in your chat.
  • 1:42:46
Do you want to do you want to ask it?
  • 1:42:49
You can go ahead and ask him.
  • 1:42:52
I'm excited now.
  • 1:42:55
Is there going to be in character customization?
  • 1:43:00
Is there going to be a plethora of sliders for?
  • 1:43:10
How expansive is the character customization in Ashes of Creation?
  • 1:43:14
Expense.
  • 1:43:15
Okay, I think I know now what you're talking about.
  • 1:43:19
So on the character creation side, you know, our desire probably come, I would say, around
  • 1:43:27
the beta one phase is going to be a pretty robust character creator.
  • 1:43:31
I really love you know, if I can give props to to BDO's character creator, they did it,
  • 1:43:36
I thought a really great job.
  • 1:43:39
And you know, when I think about kind of, you know, how we want to approach customization
  • 1:43:43
from a character standpoint, we want to provide a lot of tools.
  • 1:43:48
And that's going to be focused on not just like facial customization, and hair customization,
  • 1:43:54
but body customization as well, including, you know, the torso region.
  • 1:44:00
And there's stuff along the robust, right?
  • 1:44:03
I think that's important.
  • 1:44:04
One of the cool things ideas that we have for character creator is when the character
  • 1:44:07
creator is ready, we would love to offer that early to to players so that they can play
  • 1:44:12
around creating characters, you do little like character creator contests, and then
  • 1:44:16
save the character creator as well so that they can have their preset character ready
  • 1:44:21
to go on launch day.
  • 1:44:22
Because one of the things I couldn't stand as a player when launch day would come for
  • 1:44:26
a new MMORPG is having to decide between either spending the time I want to spend in the character
  • 1:44:31
creator making my character the way I want it to, or rushing to get into the server.
  • 1:44:35
So I get ahead of the curve.
  • 1:44:37
And I think if you provide that to players early, it's super, it's super good.
  • 1:44:41
So that they can save that.
  • 1:44:42
And it was great.
  • 1:44:43
It was a perfect solution.
  • 1:44:45
If you could reserve your character, make it early, then everybody could log on.
  • 1:44:49
Absolutely.
  • 1:44:50
I mean, you only had five different hairstyles.
  • 1:44:52
So even that took extra time.
  • 1:44:54
Yeah, the character creator you'll see in this alpha, obviously, super bare bones, you
  • 1:44:58
know, you're only gonna have presets available.
  • 1:45:00
And, you know, there's only four of our nine races that are available.
  • 1:45:04
There's only three of the primary archetypes that are going to be available.
  • 1:45:08
Like I said, from a content perspective, it's very bare bones.
  • 1:45:11
This is going to be kind of just exploring the world, it's going to be experiencing those
  • 1:45:15
three archetypes, it's going to be killing some monsters, doing some questing, and then
  • 1:45:19
participating in, you know, node development and gear acquisition, primarily.
  • 1:45:25
All right, well, that's great.
  • 1:45:28
I mean, honestly, I've been very excited.
  • 1:45:31
It's still kind of weird, because we had the conversation last year, and the game was very
  • 1:45:36
far out.
  • 1:45:37
And you know, there are all these ideas and everything.
  • 1:45:39
And here we are on the eve, tomorrow, it begins.
  • 1:45:42
Tomorrow, the first time, people are actually going to be able to see what this game looks
  • 1:45:46
like with no NDA or anything.
  • 1:45:49
And are you a bit nervous?
  • 1:45:51
Yeah, I'm super nervous.
  • 1:45:53
One of the things I've tried to tell people is that like, if you are coming into this
  • 1:45:56
alpha expecting to play a game, your expectations are off.
  • 1:46:01
Like this is not going to be a traditional experience of playing a game.
  • 1:46:05
You are participating as a tester.
  • 1:46:06
I included a little login screen that I would love for content creators to like kind of
  • 1:46:12
read to their audiences before they even start.
  • 1:46:15
Because it kind of focuses on like expectations on systems we're testing, and just letting
  • 1:46:20
audiences know it's like, hey, this is something that you get to look forward to and be a part
  • 1:46:25
of the process.
  • 1:46:26
If you choose to, like if you choose to watch and if you choose to, you know, join discord
  • 1:46:31
or forums or Reddit or whatever, and comment on like your history and your experiences
  • 1:46:37
and like watch the stuff and give feedback, that's what we're looking for.
  • 1:46:42
Because that's what's important to us and how we can cater the development around kind
  • 1:46:47
of the expectations of the players.
  • 1:46:49
Well that is pretty much exactly what I think a lot of us would love to hear.
  • 1:46:54
And I can probably speak for a lot of people whenever I say I am so excited to see what
  • 1:46:59
it's going to be like take the first steps into it and really have that experience.
  • 1:47:03
So Steven, thank you so much for coming on.
  • 1:47:06
Thank you for putting so much of your own personal time and money and just effort into
  • 1:47:10
the game.
  • 1:47:11
I think that the MMO genre is going to be better because of it.
  • 1:47:14
Honestly, I'm really excited to play.
  • 1:47:16
And again, thanks for coming on on your birthday on the day, the day right before the day right
  • 1:47:23
before the game comes out.
  • 1:47:25
And I am just so excited.
  • 1:47:27
So happy to play.
  • 1:47:28
So thank you so much.
  • 1:47:29
Absolutely.
  • 1:47:30
Thank you guys for having me.
  • 1:47:31
I'm excited to share it with your audience and have you guys share with your audience
  • 1:47:34
and have you guys there to give us feedback.
  • 1:47:36
It means a lot to us as a development team to see the interest from the community to
  • 1:47:42
experience that kind of excitement and that jubilee that occurs when you see something
  • 1:47:46
new and shiny and you get to participate in that process.
  • 1:47:50
And that's something that means a lot to us.
  • 1:47:52
So I appreciate you guys letting me come on and chat about it.
  • 1:47:55
Well, so do we.
  • 1:47:57
We definitely do.
  • 1:47:58
Thank you so much, man.
  • 1:48:00
And as always, guys, we are going to be moving over to the after show in just a few minutes
  • 1:48:04
here.
  • 1:48:05
It's going to be on Rich's show.
  • 1:48:06
We're going to take questions, call ins from you guys and just kind of talk about different
  • 1:48:09
stuff, get into everything and just kind of have that more personal interaction for you
  • 1:48:13
guys that want to hang out and just stick around for that.
  • 1:48:15
You guys can just wait around here or just go over to Rich's channel whenever he goes
  • 1:48:18
live.
  • 1:48:19
But other than that, that's pretty much about it.
  • 1:48:22
And so if they want to find out any more information about Ashes of Creation, it's just Ashes of
  • 1:48:25
Creation dot com, isn't it?
  • 1:48:27
Yeah.
  • 1:48:28
Ashes of Creation dot com.
  • 1:48:29
You can find us at Ashes of Creation on all social medias.
  • 1:48:32
And feel free to join our Discord at Ashes of Creation as well.
  • 1:48:34
We have a lot of conversation topics there and have a lot of fun.
  • 1:48:39
There we go.
  • 1:48:40
All right.
  • 1:48:41
Mods can link some of that stuff as well.
  • 1:48:42
And thank you guys again all so much for watching today.
  • 1:48:44
It's been a great episode.
  • 1:48:46
Thank you guys so much.
  • 1:48:47
And as I said earlier, because the alpha is coming out tomorrow, Steven is making me work
  • 1:48:52
on a Friday.
  • 1:48:54
Usually Fridays are my off days, but however, we are going to make an exception.
  • 1:48:57
I will be back online tomorrow morning, early, just like always, to play Ashes of Creation.
  • 1:49:03
Also, my 24 hour stream is canceled.
  • 1:49:10
I talked to Rich.
  • 1:49:12
I convinced him to play Ashes of Creation with me tomorrow.
  • 1:49:15
Oh, good.
  • 1:49:16
Hang out.
  • 1:49:17
Yeah, he's going to be chilling.
  • 1:49:18
We're going to be playing together, doing everything that we have to do.
  • 1:49:20
Rich has been addicted to cat girls, but I think that we can get him off it for just
  • 1:49:23
a couple of days.
  • 1:49:24
Yes.
  • 1:49:25
I will take a brief break from the cat girls, but I will be coming back to the cat girls
  • 1:49:30
until the full release of Ashes of Creation.
  • 1:49:33
So thank you again, Steven.
  • 1:49:35
I'm very excited to try everything out tomorrow.
  • 1:49:39
And once again, happy birthday.
  • 1:49:40
We hope to have you on the show again sometime soon.
  • 1:49:42
Thanks, guys.
  • 1:49:43
I appreciate it.
  • 1:49:44
I'd love to join you guys again.
  • 1:49:45
Absolutely.
  • 1:49:46
Thanks all for coming on.
  • 1:49:47
I'll see you later.
  • 1:49:48
Peace, guys.
  • 1:49:49
Bye.