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Wizard101 (W101)
KingsIsle Entertainment | Play Now
MMORPG | Genre:Fantasy | Status:Final  (rel 09/02/08)  | Pub:KingsIsle Entertainment
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:$09.95
Desktop Client | System Req: PC | ESRB:E10+

Wizard101 Interviews: J. Todd Coleman Interview

MMORPG.com Wizard 101 Correspondent Gabe Pursel recently asked a number of questions of KingsIsle Entertainment Executive Director J. Todd Coleman about their magic-filled MMO Wizard 101.

By Gabe Pursel on July 06, 2009

Gabe Pursel:

What is your name?

J. Todd Coleman:

J. Todd Coleman, but on the forums I also post under the title "Headmaster Ambrose", a character from the game.

Gabe Pursel:

How long have you been working with KingsIsle?

J. Todd Coleman:

Just over 4-years. I was actually one of the first people brought on board. The company was incorporated in January of '04, and I started on the first day of February. I suppose that makes me employee number two behind David Nichols, our President (or maybe number three if you include Elie, our CEO and founder. I'm not sure if the owner is technically an "employee.")

Gabe Pursel:

What exactly do you do with Wizard101?

J. Todd Coleman:

Well, I sort of made it up... the initial idea, that is. The concept for Wizard101 came out of a series of conversations between myself and Josef Hall (our Director of Technology.) Technically, I am the "Director" of Wizard101, which means that I own the creative vision, and the management of both the development team and game service.

Over the last few years, I have been involved in just about every aspect of the game's development: high concept, game design, engineering (scheduling, that is - I'm not a programmer), customer support, marketing, pricing, operations, etc. At the end of the day, my job was to build a strong team, manage the creation of the game, and take it to market successfully. (That said, step one is the real trick. If you hire amazing people, everything else is easy.)

Oh yeah, and I also get to make up cool monsters, like Ninja Pigs and Humongofrogs.


Screenshot

Gabe Pursel:

What is Wizard101?

J. Todd Coleman:

Wizard101 is a light-hearted fantasy MMO with a tongue-in-cheek flavor. Players become students at a the Ravenwood School of Magical Arts, where they learn magical spells that allow them to beat opponents in a cinematic, turn-based combat system that uses a collectible card game as its core mechanic. Yeah, it's a mouthful. I know.

The game is much more story driven than your typical MMO, and relies heavily on exploration; the school is threatened, and in order to defend it the player will travel to a lot of odd, crazy worlds... like an Egyptian-themed world filled with crocodile sorcerer kings, or Marleybone, an industrialized London filled with canine gentlemen and dapper frogs.

As an MMO, the feature set is expansive: while saving the world(s), players can learn hundreds of spells, mix and match fantastic outfits, explore distant worlds, dye their clothing, collect and display exotic pets, play mini games, or participate in the PvP Arena to fight other players. Wizard101 also features a cast of good, bad and frequently silly characters. The overall feel is that of a light, incredibly polished online experience.

Gabe Pursel:

How did you guys come up with the Idea of Wizard101? Specifically the choices of combat system, schools, places, etc.

J. Todd Coleman:

The game is a mixture of elements taken from old-school RPGs and traditional fantasy. The core dueling mechanic was designed to have the look (and feel) of an animated television show, with the depth and (at the high levels) strategic complexity of a collectible card game. We put a lot of effort into the spell cinematics, so when you cast an Ice Wyvern spell, a giant serpent will literally appear and bury your opponent in ice. Thematically, we constantly walk the line between "cool and powerful" (the Frost Giant smashes you with his ice hammer) and "silly and fun" (the Ninja Pigs hits you with a pork chop.)

The combat is reminiscent of the old Final Fantasy games, the character design is actually closer to the old Shining Force series... and the worlds, monsters and NPCs are pulled from a wide array of influences in both pop culture and mythology. You'll find elements of Zelazney, George R.R. Martin, C.S. Lewis, Robert Asprin, and a host of other great writers.

With the simple grind of games these days, does Wizard101 differ in how players level up? Well, the game is much more narrative - we still have a level curve, of course, and hundreds of hours of gameplay - but 90% of your experience is gained through questing. Combat is still the core experience of the game, but we try to make it happen within a context; rarely will a player simple enter an area just to fight random creatures.


Screenshot

Gabe Pursel:

In these days, the age group you went for seems a little out of place. Why was that path followed instead of the generic "gore 'n' more" games?

J. Todd Coleman:

Well, I sort of had my fill of gore on Shadowbane, and was interested in doing something more light-hearted. And I noticed there was a pretty big gap in the market: there are virtual worlds made for younger players (Club Penguin, ToonTown) and of course there are offerings for older players (WOW, Warhammer). But once a player outgrows the "kiddie offerings", where do they go? It seemed like a good idea to aim for something in between.

Gabe Pursel:

In your personal opinion, what is the best aspect of Wizard101 at the moment?

J. Todd Coleman:

Our combat system is really unique and looks fantastic. Even if people aren't interested in title, I would recommend jumping into the free trial for 10 minutes just to check it out. It's innovative and engaging, we took a big risk on it and it paid off. I'm proud of that, especially when most of the "blockbuster" MMOs keep copying the same combat model from EverQuest.

I'm also very proud of the fact that our audience is so broad - kids, parents, grandparents, and even hardcore gamers are giving us high marks. The most common reaction I hear is, "wow, this game is really polished!" For the hardcore set, it seems like we satisfy a different need... a relaxing, casual break from the pressure of guild raids and grinding to keep up.


Screenshot

Gabe Pursel:

To be fair, what is the worst in your opinion?

J. Todd Coleman:

Keeping up with the demand for content! That's always the challenge for an ongoing service. We are pushing ourselves hard to give our players more worlds, more game systems, more pets, new spells... At the same time, our user numbers are growing exponentially, so we're also having to scale up our production environment at the same time. Demand has been absolutely staggering, and we've been trying to keep up with it as well as possible.

If you had the magical ability to fix that worst aspect in a single button press would you? If not why? that is kind of silly if i do say so myself.(If so ignore that question).

Of course! I'd love to have a magical content machine, so that we could release new worlds with the push of a button. Unfortunately, new content takes time. To produce one spell requires a pipeline of half a dozen people and over a man month of effort... there is a reason why most MMOs take four to five years to come to market.

Gabe Pursel:

Would you consider this a great way for people that want an excuse to wave a wand around to do just that?

J. Todd Coleman:

Ha, well, sure - if wand waving is what you're after, Ravenwood School is a great place to get started. The idea of being an apprentice at a Wizard's Academy actually goes back a ways... before Harry Potter came around, authors like Terry Pratchett, Weis and Hickman, and Ursula Le Guin and built a lot of great stories around the idea of Wizard's School, and it's been a fascination for many of us since we were kids.


Screenshot

Gabe Pursel:

Are there any closing remarks you want to say or get off your chest?

J. Todd Coleman:

Wizard101 has a free trial that is not limited by time and actually gives you access to some cool things like Arena Dueling (PvP), mini game play, and multiple adventure areas. Try it out, you might find yourself in the position of several of our reviewers that are still playing now - several months later.

More Wizard101 Features:

Wizard101 - Zafaria Preview Preview added on Friday December 02
Wizard101 - Zafaria Trailer Shows Off Wild Side Media added on Wednesday November 30
Wizard101 - Cross Generational Magic Review added on Monday November 28

More Interviews:

WildStar - Troy Hewitt Interview Interview added on Monday February 13
Repulse - Interview with Scott Hartz Interview added on Friday February 10
DC Universe Online - MMORPG.com Community Interview Interview added on Monday February 06

More Features:

Guild Wars 2 - Micro-Awesomeness Column added on Tuesday February 14
The Free Zone - Is F2P Ruining Korea’s Youth? Column added on Tuesday February 14
 
 
maniacfox writes:

Good interview for a good game, I subscribed for a short while and I think it is worth anyone's time to give it a try, the combat system is really fun and innovative. The only issue I had with it is that the game is full of kids, not WOW-esque/n00b "kids", I mean real kids. Also the spell animations are fantastic, but as far as I can tell there is no way to skip them, so that awesome (10 second) ice snake animation is looking a little less awesome the 100th time around. 

New Post Quote
7/06/09 1:17:12 PM
 
natuxatu writes:

It's a fun cute little game and the battle system is very interesting how it's turnbased yet anyone can kinda join in together and stuff. Very smart... could work really well for a pokemon or magic the gathering MMO ^^

New Post Quote
7/06/09 2:31:34 PM
 
thunderbay writes:

I started as a Beta player. so I have played Wizard101 for over a year now and still love the game.     The game is well monitored, humorous, clever,  and well ... fun.     Kingsisle works very hard, and quickly, to get someone in the game (or back in the game) due to that person's computer setup.     The staff contributes to fan sites and blogs, which shows that they are interested in what the players think about the game.   They even setup up PVP battles with players.   One player visited Kingsisle offices in Texas and wrote about it on the largest fan sites.   He said it looked like the best place to work.

Todd Coleman spoke about the Ninja pigs in the interview.  When you see the pigs in action, you realize just how thorough Kingsisle is in developing a character.  They didn't just dress some pigs up in a ninja-ish costume, they made their bellies flop up and down and  walk in a funny manner.  Most players still laugh when the Ninja pig spell is cast.

They have accomplished a lot just since I have been playing:  2 new realms and now over 2 million players.   So I have a lot of respect for Todd Coleman and the Kingsisle staff.

 

 

 

New Post Quote
7/06/09 10:13:24 PM
 
Wizardry writes:

I am going to respond as to give them something to ponder over,to improve the game.

I personally liked the concept of the game,but complicated it is not.I think they should have gone for a more complicated approach,as even the younger kids are a lot smarter than i think the game gives them credit for.

There is also not enough difference from class to class,everything is pretty much the same outside of the green class witch has the superior healing.

The quests or storyline,witchever they want to call it ,was again too easy and too simple,it made that part even less bearable when the quests purposely made you go to the furthest ends as a time sink.

there are a few puzzles,usually the same,with lighted posts with animals or symbols on them.It needs more diversity in that area.

The artwork is funny and very good,that part needs no changing.The cards need several more mechanics,when i was checking out the game,i brought up several ideas,but none seemed to hit home,i guess stubborness leads to a one person thought process,they shoulkd listen to other players a lot more.All of the ideas i gave a lot of thought to and were not game breakers at all,i just wanted to see the game get better.

Overall..a very good concept,but done on a very light scale,so much more could be done with either a bigger developer or a bigger budget or a broader mind.

New Post Quote
7/10/09 6:04:30 PM
 
junzo316 writes:

I played this game as a subscriber for several months and really enjoyed it.  It is a very relaxing and fun game.  The support service of the game is second to none.  I had an issue where I was still getting charged 2 months after I quit the game.  (This was probably my fault for not cancelling correctly)  Anyway, the games support was extremely helpful and I had a refund for the two months I got charged within a matter of days.  A+++

New Post Quote
7/11/09 12:46:51 PM
 
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