Stargate Worlds - Interview from AGC Lead Systems Designer David "Zeb" Cook talks to us about the game's progress
The prototyping phase has already altered some notions of how they want to do things. Originally, they had planned for players to have AI-controlled characters join them, but this has since been scrapped. They have also spent a lot of time thinking about how they’ll weave story into their game. Combat, though, remains the primary concern. At every turn, they ask simply, “Is it fun?” “We want combat to be more than you’ve seen in most MMOs,” explained Cook. He went on to talk about how traditional MMO AI doesn’t account for where the characters are. Monsters usually just charge in and perform a set list of attacks. In SG: W, Cook says their monsters will take cover, hide behind objects, fan out and perform other evasive action depending on their weaponry and level of intelligence. Simply, traditional AI won’t work in their setting. Another advantage Cook is excited about is the fact that they’re building a game based around television combat. Stargate Worlds is not a modern combat simulation and they can get away with doing crazy things and having much closer and more personal interactions.
Cook is also hard at work on expanding the role of non-combat solutions to problems. He doesn’t think the show was one where they blasted through every problem and nor should the game be.
Recently, waves were made when the Sci-Fi Network cancelled Stargate, the television series that the game is based on. Cook is unsure of what the future may hold for the TV series, but didn’t seem overly concerned. “We were always aware that this was a possibility,” he noted. “[The cancellation] doesn’t change much.” He added that he does not believe it affects the commercial viability of their product.
As per the license, they’re trying to capture the cheerful tone of the show and never take themselves too seriously. The fiction of Stargate is often playful; expect the game to be too. Their license also solves a few big MMORPG problems for them. Stargates provide the perfect travel solution and suggest basic world architecture not unlike what most MMORPGs already do. There will be some travel and likely no mountable objects – he doesn’t foresee people driving motorcycles through stargates – but the very existence of the stargates allows players to jump from one area to another rather quickly. The show also had things like teleport rings to further ease travel.
Advancement promises to be relatively painless. Cook is not a fan of grinding and says missions are going to be very important. Random encounters are not a thing of the past though. The endgame is still in design stages, but Cook does want to accommodate a range of play styles in whatever they do. Stargate Worlds is still in very early development, but as the team expands they really seem to have found a strong core of industry veterans. Cheyenne Mountain has a long way to go, but it sounds like they’re definitely off to a good start. You can comment on this article here. |