Wicked, a gourmet restaurant.
Crucible, the rogue like appetizer at the top of the menu. An experiment based on the foundation of the game and how it plays in the overall experience.
Part 1 notes/comments:
Crucible. Should it be an endgame exclusive mode. Personally I hope that it is not strictly because of the current need for item progression. This problem can be solved by many things in the future so I’m not against something else taking its place if needed. The existence of exalted which I believe are a great addition to the game (which had to many RNG mechanics stacked on top of one another previously) surely pose an issue as we get more content. Perhaps the exalted vendor should be locked behind higher levels of the crucible which are only unlocked after completing the story; therefore crucible at lower levels will always be available as a side bar to the story while progressing. Alternatively the story leveling up along side the character has been done before so it could be another route worth exploring while allowing crucible to be fully unlocked from the get go.
If this is an experiment what is moon testing? Personally I thought the echos are a fun way to add some extra flavor. I’ve enjoyed the modifications to my build I’m able to incorporate and the variation every run is refreshing. That said I end up targeting the same general bonuses because of how well they influence my build. I’m sure in the future more echos will be added. That said be cautious an ever growing pool of : loot, echos, enchantments, etc. Random can be fun but also frustrating, it’s a double edge sword. I think it’s a good design element when dealing with random buffs and rewards to have a selection from a random pool in tiers. For instance instead of the echo sample we have you could have 3 sets of defensive, 3 sets of utility, and 3 sets of offensive. More a pick your own adventure rogue-like rather than trying to make a good run out of the random interactions. Both have good merit.
I think the more important experiment is the one that hasn’t happened yet. New crucible = fun. Now what? Well where to you place crucible in the story, etc. To me the answer will revolve around Moon asking themselves what is the intended experience around crucible. If it is meant to be a part of the game or a feature within, the rewards, etc. Take for instance equalized pvp in something like GW2. It is truly separate from the game you can go into the arena as soon as you make a character will full access to the equalized equipment for pvp with full access to customize your character. This experience doesn’t level your character in any way but there are rewards for participating and even more for winning. It sounds like multi-player and inevitably pvp will be another menu item so with that on the horizon it’s worth considering.
Initially I latched on to the Gennadiy’s response “a game that people don’t have to turn off”. For now I’m not going to reach too far on this and just express that I hope this is because they’re having so much fun and not because of tedious mechanics holding back the most enjoyable content. Exploring and appreciating the world that has been made (and not procedurally generated) I’m all for -so long as it is not at the expense turning it into a job like task. A big part of this I believe will be centered around how many resources will be available to the player at any given time and how many of those resources are needed to progress.
On the discussion of expectations and the progression of early access. Without doxing myself I’m comfortable saying my day to day grind is being a project manager. I’ve never worked in game or content creation but I can’t stress how important managing expectations is for a constructive environment. Something I think would help Moon going forward is to release a dev discussion in addition to the polished overview videos they produce. Similar to the launch trailer but perhaps a little less formal. Phreaks patch videos from the early days of LoL come to mind as an example. If we’re the gunnie pigs testing new features, please be more direct with what it is your trying to accomplish with the patch and why in short form. No need to explain everything but similar to this interview the information is invaluable compared to the even shorter version we get in the patch notes. You can’t get an answer without first asking the question. So give us a task, be very direct with that it is you’re after. I and I’m sure many others have little to no interest trying to put together a beautiful mind board of all the snippets from devs we get over different media platforms and put everything together.
Doubling down on the previous point as the discussion moved towards growing pains and the ambitious nature of the project. Again, put us to work without it being work. You just need to be explicit in, we wanted to test “x” this and see how it feels and the responses will continue as they have. It just seems so haphazard to have all this undirected people power. I believe it would be much more constructive and beneficial to Moon if they would communicate more directly.
Part 2 notes/comments:
Additional modes to Crucible. Yes, please, sounds dope
I don’t have much to add on part 2 without repeating parts of the information above. I like what I’m hearing from Gennadiy and am looking forward for what’s to come.