Rift Previews:
Storm Legion and the Power of Choice
Trion Worlds is
the kind of developer that will make anything they can to give their players
plenty of choice in how to play their flagship game Rift. That very ideal takes
to new heights this November when the game releases its first expansion: Storm
Legion. I sat down with Trion’s Scott
Hartsman, Simon Ffinch, and Mike Daugherty to talk about the many, many ways
Rift is reshaping its dynamic content and evolving their own systems in Storm
Legion. From a brand new system of Rifts to a system lovingly called “Carnage”,
there is something for every type of PVE player in Storm Legion. Every aspect
of Rift’s dynamic content, the very basis of Rift from the beginning, has new
mechanics, new challenges, new systems, and they shared it all with us.
First up on the
docket are Hunt Rifts. They’re a new
flavor of Rift new to Storm Legion that give directed and story-driven content
to the player as they go about the new expansion. They come with their own set of currency,
items, and other rewards. One thing the
team remembers from the original launch of Rift was that players loved the rift
events, but that they tended to take a back-seat to questing as you got on in
the game. Hunt Rifts, like every other bit of dynamic content in Storm Legion,
is Trion’s way
of putting things like Rifts and Invasions and Instant Adventure at the
forefront of the game so it’s not just a parlor trick and namesake, but a true
mode of play in Telara.
They’re sort of
the evolution of “Expert Rifts” from days of yore, in that they allow players
to hunt and play in the open world and outside of dungeons for real loot drops,
as well as their own form of currency to get more progressive rewards. There are NPCs that tell a story about what
Hunt Rifts are (hunting down vicious elemental lords and drawing them out of
rifts to strike at them before they attack Telara), and they guide you through
how to accomplish them. There’s a whole
progression path towards unlocking them all, and as an estimate Scott and Mike
said they believe there are about 50 to 60 (a “sh*tload” as Simon said)
different Hunt Rifts to work through and play with when Storm Legion
launches. You finish one, unlock the
next, and so forth. But players who want
certain gear can and will be able to repeat them, while the completionists
storm through them all (no pun intended).
Every player will have to unlock the Hunt Rifts for themselves, but like
all good social MMOs, if you stumble upon a group of people doing one you
haven’t yet, you can get credit for it by joining in.
On top of Hunt
Rifts, there are a plethora of new Zone Events that really take the system far
beyond just zerging the map. These
involve new tactical objects that players will be able to place in the world,
upgrade, and use strategically to assist their parties. Things like turrets, healing stations, and so
forth will be an integral part to success in these new Zone Events. The idea is for players to have unlimited
options and the ability to swap back and forth between tasks to progress and
never feel shoehorned into one path through the content.
This brought up
the nature of Dynamic Content in general, and I asked Scott how the team felt
about Guild Wars 2’s Dynamic Events, being that Rift was largely the first
title of this recent crop of MMOs to really bring that sort of content to the
forefront of the game. He said that he believes ArenaNet did an excellent job
recognizing further that just having quest hubs was no longer going to cut it
and that dynamic content was the next big step in MMOs. But he also believes
it’s just the natural next step of what Trion did in Rift when it
launched. Meanwhile Rift has been and
will continue to evolve what they built into their game from the ground
up. Instant Adventure, Zone Events,
Rifts, Hunt Rifts… it’s all adding to the choices a player has to play their
game.
We then talked
about Quest Hubs in general, and I asked the team if this focus on more and
more dynamic content was going to eventually lead Rift to do away with quest
hub progression. The answer is no. The way Simon put it is that Questing
through a zone is like the spine of that zone’s story and content. It’s there to show you what’s going on in an
area from a lore standpoint as you go from area to area. But the key is that they never need to be
required anymore, like they were in the beginning of Rift or they are in some
of the other big name MMOs. You don’t
have to go out and collect ten “bear asses” as Simon put it. You can, as they recognize many players still
love questing. There’s something zen
about going out and accomplishing those tasks.
But if someone just wanted to do zone events, rifts, and other dynamic
content to level through the game… they can.
It’s all about choice, and giving players plenty of it.
One final cool
new feature, and a way to give players even more stuff to play with in the open
world, is Carnage. It’s a whole new
system, complete with its own achievements, gear, and dedicated rewards. Basically, this is a system for the folks who
score high as “Killers” in the Bartle test.
As you’re roving about the world, you kill a creature, and you might be
tasked with a Carnage Quest, telling you to kill more and more of them in a
certain amount of time. As you go, you’
get rewards, XP, and achievements based on your success rate. It’s like a “hunter mini-game” that rewards
you for acting tenaciously and without remorse. You’ll get paid in currency,
experience, and gear for just exploring and slaughtering stuff. What more could
you ask for?
Wrapping up, I
asked the team if after all the stuff they’ve added to Rift, all of the content
they keep pumping out… does it ever feel like the well’s running dry? Simon was
quick to chime in: “God no! There’s always more. The amount of things we put in
the development queue just because we can’t do it all at once is always
growing.” He believes that in 2013, a year from now, the Rift we’ll be playing
will be even more varied and deep than what we’re going to see in Storm
Legion. Scott added that expansions are
a way to give MMOs that “new car smell” all over again. It has to revitalize
the game, and even though Rift’s been receiving regular updates like no one’s business,
Storm Legion adds even more new content, new zones, and new stuff to
Telara. It can and should feel like a
newer model of the game, and that’s what Storm Legion does.
With a release
date of 11/13, and a beta phase not too far away, it won’t be long until we all
smell that new car for ourselves.
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