Enter At Your Own Rift: What Scott Hartsman's AMA Portends For RIFT

· 7 min read
Enter At Your Own Rift: What Scott Hartsman's AMA Portends For RIFT

The Trion staff is nothing if not persistent. In an elaborate plot involving Dr. Pepper and a one-way locked workplace, the devs have been able to finally get Trion CCO and RIFT Executive Producer Scott Hartsman to take part in an Ask Me Anything session on Reddit. It was an enticing discussion that touched on a variety of topics, from up and coming titles reminiscent of Finish of Nations to Hartsman's journey from GM of the MUD Scepter of Goth to his time with SOE and his current endeavors with Trion. We realized that he is a pretty hardcore raider, that he performs incognito, and that his raid drink of alternative is Grimbergen Blonde. But the main target of the conversation was RIFT, and whereas he did not shed a lot gentle on the upcoming growth, he did drop a couple of hints about what we would see sooner or later.  Cubepack88 In this week's Enter at Your individual Rift, we'll have a look at among the highlights!


Free-to-play and RIFT


We're within the age of free-to-play right now, so it's not a shock that one recurring question was about whether or not we might eventually see RIFT join the ranks of the free. Previously, the reply has at all times been that RIFT was snug with its subscription-primarily based mannequin, but throughout the Reddit dialogue, Hartsman hinted that Trion may certainly add in one thing resembling free-to-play. He defined:


One of the issues that shocked me after we first launched RIFT and were doing our own research was the number of people who admitted they were earlier Sub-primarily based players solely, who, in 2011 would now simply refuse to play any sport that required a subscription. Clearly there have been lots who were okay with sub nonetheless present, but the swing in the final sentiment was undoubtedly there, and very pronounced. We took that as our problem to make damn certain we were going to have the ability to go above and beyond when it comes to what people have been really getting for that sub, which we express via our updates and what they contain. When we drilled down, the resistance to a sub in 2011 was in no small half because of the overall state of the economy. The number of people that simply would reply with: "Look, I would love to play - This is exactly my type of game, however I just plain can't afford the $15 a month I used to on leisure. It sucks, however I can not."
He went on to say that RIFT Lite was one solution that makes the game accessible to those that is likely to be tight on money. Later within the discussion, he added that the main target is on the growth and the dwell sport, so players shouldn't anticipate to see a brand new payment model until after that. It's noteworthy that Trion is exploring ways to create a more flexible plan, however much more eye-opening is the revelation that players haven't only accepted the free-to-play mannequin but anticipate it from trendy video games.


Bards, sing and rejoice!


Whereas we all know that Storm Legion can have new souls, one individual asked about whether or not current souls will see any main adjustments. Hartsman confirmed that souls shall be tweaked and that the Bard in particular might be given some attention. He stated he is been playtesting it and his crew is looking at methods to make it a extra fun class to play, notably on raids.


PvPers are like snowflakes


Some players expressed dissatisfaction with the new three-faction Conquest occasion and consider that Trion has uncared for its PvP group. Hartsman gave a shocking answer, with a bit pushback to the oft-heard complaint:
On segmentation.. One factor I've positively seen since we got Rift off the bottom - is that a lot of people use "PvP Player" as if it was a single minded section that is straightforward to address, "if only we might listen!" I will use a totally unfair and exaggerated example just for illustration's sake - It's almost like referring to "The Liquid Drinking Public" and attempting to provide you with one reply that matches all of them - while forgetting that even amongst themselves, there are lots of, many contradictory opinions.


At this level, there are no less than a dozen types of "PvP gamers" out there, who all have a tendency to explain themselves as "The PvP Participant." People who think arenas are the tip all be all, however need gear development. Individuals who want TF2 - No gear, simply cosmetics, perfect steadiness. Convey your talent solely. People who need Frontiers. People who want Alterac Valley. Individuals who for some purpose Actually loved six hours of "beat up the keep door" in games up to now (PvDoor? Did we simply invent a new style right here?) ...and a lot extra.


One of the best we are able to do in this world is to make the best PvP that we can, that actually fits in our gameplay system, and hope an viewers is there to enjoy it. May we pick a kind of pre-current types of PvP and do a more targeted and modern updated version of it? Completely. However we're attempting to make our own means. That may yield some enjoyable issues, and there'll also be missteps along the best way. So - Quick answer. Can we worth our PvP players? Damn proper. Will we plan on persevering with to making an attempt to create and refine our own PvP? Hell sure. Is Anything we do going to make everybody who identifies themself as "a PvP participant" joyful? Not a chance. Possibly half if we're super fortunate.
This reply really highlights one thing that often will get neglected, which is that we easily establish the wide range of PvE playstyles however don't always acknowledge the identical to be true of PvP players. It's refreshing to hear a recreation designer speak about some of those totally different playstyles, however it additionally helps explain the challenges of creating a recreation that features both PvE and PvP content material. He went on to say that Conquest took months of work from the group so as to create 1,000 participant matches on live servers and make it work. It may not be everyone's cup of tea, but Trion continues to tweak PvP and plan new PvP content material to satisfy a larger variety of PvP playstyles.


Alternate-ruleset servers


One query about permadeath and experience loss led to a curious trace about whether or not RIFT followers might see some servers with more hardcore rulesets sooner or later sooner or later. Hartsman posted:
Funny factor. We've an inside playtest checklist that additionally accumulates random concepts. An analogous idea has come up there once in a while. Most not too long ago, final month! Never know what the future will deliver. I do agree, although, that special ruleset/brief lifetime servers may be a very fun factor.
I am intrigued by the idea of a short lifetime server as a result of it is so contrary to the by no means-ending persistance of MMOs. Players are used to some kind of closure in single-player video games, but that's not likely the case in MMOs, besides when a recreation has to shut down from monetary difficulties. If there were servers with a particular ruleset and a pre-ordained, restricted lifetime, we would change our method to MMOs and the way we play.


The state of gaming


A number of questions came up about MMOs generally and how they've changed through the years. Hartsman supplied his view on not solely the evolution of gaming but where we might be headed down the street:
Competition has gone via the roof, clearly. 10 years in the past, simply getting to launch meant that a fairly large number of individuals would a minimum of check you out. Not so anymore. Following on to that, production prices of what it takes to get to launch with one thing executed "the classic means," that may stir up enough curiosity to get enough individuals to test you out, have gotten insane and are at the purpose of being unsustainable. I believe that, in concert with the very fact that people use different on-line providers (like facebook) for social connections, which did not used to exist -- when beforehand many gamers used MMOs as their outlet for "being social, at home, on a pc" -- has led to the brand new styles of on-line games which might be targeted far more on gameplay -- LoL, Minecraft, and so on. Tighter centered video games that are clearly all in regards to the gameplay. I think we'll proceed seeing extra of "online, extra focus" and less "MMO world that costs practically a quarter billion dollars."
He went on to explore the subject in a later reply, and i added it here as a result of I think it's an fascinating point of discussion about whether the hardcore gameplay of early video games like Ultima On-line would have been as standard if there had been a lot of MMO decisions again then. He defined:
Although at the very least inside the trade is the open question: Did it ever even work for UO in any respect once competitors existed? Shedding every thing was often a loss of life sentence for the customer - they'd walk. Some would stay. Many would bail. Provided that, I do not know that it's as black and white of a subject. Is it "the crowd who performs video games now's That much more danger averse" or is it "that it did not really work even among a large crowd again then; and it only labored as long as it did because it was the one game in city at that time?" Or one thing in between? Like I mentioned, I'm undoubtedly not the skilled there - Simply repeating what I've heard others opine on. Some sensible folks have stated some good things on the topic.
I'm solely in a position to focus on a few quotes here because of column size, but the total Reddit AMA is effectively price reading as a result of Scott Hartsman has rather a lot to say about the MMO panorama over time and the state of the business in the present day (including a terrific comparison between Star Wars Galaxies' NGE and EverQuest II's drastic revamp proper after launch). And if you are a budding recreation designer, he offers up some beneficial advice as nicely. So break out the Dr. Pepper and check it out!


Whether they're protecting the vigil or defying the gods, Karen Bryan and Justin Olivetti save Telara on a weekly basis. Overlaying all aspects of life in RIFT, from solo play to guild raids, their column is dedicated to backhanding multidimensional tears so hard that they go crying to their mommas. E-mail Karen and Justin for questions, comments, and adulation.