Gods & Heroes is an
upcoming MMORPG in the works over at Perpetual Entertainment, and the
game has won many awards at E3 2006. Today, Stieg Hedlund , the Lead
Designer of the game, come to talk about the
congratulations on Gods & Heroes winning so many awards at E3 2006. The game
has caught the attention of many players since the start of development, largely
due to your excellent development team. Can you say something in this
Stieg Hedlund: Thanks very much! We’ve all
been working hard on GnH, so being the most awarded MMO at E3 was great
recognition for that effort!
We’ve had our share of growing pains. When I started, the whole
company—including the GnH team, the platform team, and the STO team—numbered
fewer than 20 people. Since then we’ve ballooned to more than 100 people, with
most of them on the GnH team—with even more when you consider that we outsource
a fair amount of our art as well.
Obviously we have a lot of very talented people, but we’ve really striven to
gather a very diverse team—veterans and people new to the business, as well as
people with backgrounds in a variety of different game types. This makes us feel
pretty confident that when we come to a difficulty, there will be a lot of
different approaches to solving it, and we can choose the best possible one.
MMOsite.com: In overview,
how would you describe the setting or environment in which Gods & Heroes
Hedlund: GnH takes place in a
fantastic ancient world inspired both by the history of Rome and the surrounding
areas of Europe, as well as by the myths of those places. The timeframe is
roughly 300 BCE, an interesting time, when Rome is a small city-state struggling
for survival against rival tribes such as the Etruscans, Greeks, Gauls and
Samnites. The gods and all the creatures of myth are alive and present in the
world as well, some friendly to the player character and some presenting grave
challenges to overcome as they are sworn to destroy him.
Our world is awesome; we’ve done a lot of work to bring this consistent and
immersive world to life, from doing extensive research to a great deal of
conceptualization. We have tremendous environmental art, both on interiors and
exteriors, and tremendous ancient architecture, plus gorgeous natural settings
and terrific special effects—we’re all particularly proud of our water and
large is the game world, and is it quick or easy for players to travel
Hedlund: It’s a big gameworld—I could
tell you in kilometers, but distances seem very different to us in the modern
world, so it’s not the best way to describe it. Since it is such a big world,
we’re sensitive to the fact that walking across the whole thing could get really
tedious, so we definitely provide ways to get around the world more quickly.
MMOsite.com: Currently, we can only
experience battle through some screenshots and videos released. Regarding combat
system, can you convey an overall concept for us?
Stieg Hedlund: GnH has a highly
interactive, action-oriented combat experience. The characters involved in melee
combat genuinely interact; strikes make contact, when there is a parry, blades
meet, and then there are moves like the Gladiator’s Lucator Throw where he can
pick up and move his opponent. This system has a visceral payoff that is far
beyond what other MMOs present, and is much more akin to console-based fighting
games (think Soul Caliber).
Ranged combat and spell casting have equally fantastic animations and special
effects that make each of those systems equally rewarding experiences. All of
them are very involving—you have to pay attention to what’s going on and be
ready with appropriate attacks and counters.