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Spacetime Studios | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 04/08/10)  | Pub:Spacetime Studios
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
System Req: Mobile Devices iOS Android | ESRB:E10+Out of date info? Let us know!

Interviews: First Anniversary Interview

By Garrett Fuller on May 02, 2011

First Anniversary Interview

Congrats on one year of service, how has Pocket Legends grown?

Cinco Barnes:

Thank you very much! Pocket Legends has grown tremendously since it launched one year ago in almost every possible way. When we released PL it was really just the core ‘fun factor’ experience: combat, leveling, loot. Since then we have added tons of features, including deathmatch arenas, social spaces called ‘townes,’ quests, capture-the-flag, complex boss-fights, multi-stage ‘combos,’ an auction house system and even a crafting system. Just in terms of content size the game has increased about six-fold since we launched.


What is something you have seen players do that really makes you happy about the game?

Cinco Barnes:

I love it when players discover our hidden content! No matter if we’re talking about a flight of stone stairs in the middle of a dungeon that leads to a special area, a lonely iron grate that lets you shimmy down into a monster’s lair, or very rare spawns that can send players on cool side-quests for unique items. It’s a real treat when the player community discovers something that we’ve tucked away somewhere in the game world.

Pocket Legends really has paved the way for Mobile MMOs, tell us how you achieved that goal?

Cinco Barnes:

Our team has a great deal of experience with traditional PC MMORPGs. People are often surprised when we tell them that we founded the studio to create a large-scale science-fiction MMO back in 2005 and that the game got cancelled in late 2007. Nonetheless, it allowed us to come up (and own) excellent client / server technology and a very powerful editor and tools suite in a very short amount of time. So years later, when we came up with the idea to do an MMO on mobile devices, we had a significant head-start.

We didn’t jump head-first into making an MMO, however. Even though we had really impressive technology, it seemed foolhardy to make our first mobile game an ambitious MMORPG. So we spent time making iOS games like Shotgun Granny and goofy apps like Zombie Weatherman for two purposes: one, to migrate critical technologies from our PC client to the mobile device; two, to understand the design concerns inherent with mobile devices with touch-screens – not just the limitations but the things that make smartphones unique and exciting game platforms.

The ability to play from almost anywhere is great for people on the go. Do you ever track your users and where they are logging in from?

Cinco Barnes:

The game doesn’t use any sort of ‘location services’ and we do not track where players are logging in from. That said, lots of players want to talk about where they’re from (and it seems like they’re from ALL over the globe!).

Are there any plans to expand the races and classes for players?

Cinco Barnes:

I have a longstanding desire to increase the number of playable classes and to introduce at least one more playable race. The fiction behind Pocket Legends involves several other extremely cute characters with awesome traits. I would love to get them into the game – but so far we have been focusing on making the most of our existing content, adding new campaigns and more game features. New, playable characters are slated for the future.

As developers, what is your favorite part of the game?

Cinco Barnes:

For me, personally, it’s the multi-stage combos. Well-coordinated player groups can now pull of three-stage combos (like the “PWND!” combo which requires an Archer’s ‘Armor Break’ followed by the Warrior’s ‘Crushing Blow,’ and then finally the Enchantress’ ‘Drain Life’ – which results in a big stone coffin dropping on your enemies and a huge damage wave that affects your targets). Characters each have combos that they can do solo. The more powerful ones are done by two characters. And these latest ones are the most powerful and require each of the classes to pull-off. I really love them!

Do you have anything to say about the Apple/Android competition? How does it impact you as a game that uses both platforms?

Cinco Barnes:

The only thing I have to say about the competition is – I think it’s good for developers. Apple and Android are both amply motivated to remove obstacles from developers’ pathways so that their platforms enjoy the highest quality content. By this same principle, I think that strong competition among the top smartphone makers is going to be GREAT for consumers!

What can we expect from year two with Pocket Legends?

Cinco Barnes:

We have some great surprises in-store for Pocket Legends players! A suite of new campaigns is on their way. A harrowing romp through the ‘Sandstone Caves’ with insane crystal weapons and ‘crystalline’ armor pieces is coming up very soon, followed by a couple more truly hilarious and compelling campaigns (which I won’t spoil for you here). Exceptional boss-fights and loot you’ll love! And, along the way, we also plan for an exciting Guild system, Pets, and player houses. Plus – we’ll probably be raising the level cap a few times here and there.