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Heroes Press conference & developer interview

Forum Index > Heroes of the Storm
83 CommentsPost a Reply
1 2 3 4 5 Next All
Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 09 2013 20:42 GMT
#1

This morning there was a Heroes of the Storm press conference with Dustin Browder that we attended to take notes on the design philosophy and information about the upcoming game. A lot of this is more detailed information and if you want a basic overview of how the game plays you can find it here.

Throughout the questions, Browder stressed that all the details are still under development and they were currently making sure the big picture was correct as far as ideals and development vision were concerned. He also made a big point to mention that all the designers play lots of League as well as Dota and they like what those games do, and want this to be a different experience.

Below is a separate, video interview we did with Robert Khoo, a developer on HotS who is in charge of hero design.

When will we get it?

Signups opened for the beta this weekend because they feel they are on the cusp of being able to offer it to the public. No hard quarter estimates as usual, though they want people to know it will be around the corner.

How will HotS deal with issues of community toxicity?

They aim to develop the game around mechanics that support a positive environment. In game this means focusing more on objectives rather than straight mechanics such as last hitting, and designing around fun and clear team work. Out of game they will be doing it through incentives such as bonuses for playing with people you know, and building systems that encourage interaction within the community.and makes it easy to find and make friends through the chat channels. Specifically he referred to vanilla WoW and said they want to go back to the feel of your reputation being so important that it means people are always nice to each other to keep up their cred on the servers.

What is the design philosophy behind shared experience?

It came from the idea of wanting supports to be able to easily gain experience. There is a hero in the game, Abathur, who is extremely weak to the point of being unable to even fight directly and having essentially no attack damage, and they found there was no way for him to gain experience because of it. When they gave supports like him attack damage and hit points, however, they found it made spellcasters much too strong. Shared experience is how they intend to build up hero diversity and allow for hard spellcasters to exist and be useful as commander units, rather than people who are always physically in the battle.

He referred to it as "the socialist approach" to team game building, and left it by saying if you want a game where you can be 10 levels higher than your teammates as the carry, then this isn't the game for you.

One thing they will consider adding is a chart that shows you how much experience you contributed to the team total (right now it just displays a single number for each team).

What is max level, and game time?

Max level is 25, and the game aims for 20 minutes. The 20 minute quote is all over their press materials, and they arrived at that number because "it just feels right", citing Brood War, Warcraft 3, and Starcraft 2 as examples of how that works.

How will skill choices work?

At certain levels you are given the choice between 2 or 3 talents, which is how you build your heroes in this game (as opposed to leveling up individual skills). They are things like more attack damage, more attack speed, or more range on one of your active abilities. They want to add functionality for choosing between different sets of these before the game, so you would pick which set of choices you want at levels 1, 4, 7, etc that you have some instances of "building" your hero before the game even starts, as you do with a CCG deck. These would not function as any kind of skill tree, but rather be discreet choices you would choose between several sets of talents for each applicable level.

This way it gives more choice in between games, though your options will still be more limited within the game.

What about esports?

Not at all worried about it currently. They would like to add features so that the community is able to take it competitive if they feel like it, but it is not a goal. Their goal is to design a fun, objective based game people play with their friends and not something that is only good for the very hard core audiences. When asked about the audience they're targeting, Browder was unable to give an answer and said the goal is to make a fun game that works and see who picks it up.

The platform itself is based on the SC2 engine so many features will be shared between games, and all of the features like shared replay watching and spectator clients will be similar for both.

How will map creation work?

It will be outsourced to the community. After the various issues early in SC2's career with maps not changing often enough for the community, the plan is to have a powerful map editor available to the public at large who can contribute in the same way that people make maps for previous Blizzard RTS games. Browder stressed that the custom games is one of the things that makes Brood War, Warcraft 3, and Starcraft 2 great and the team is planning on letting the fans do as much as they want as far as making new game modes.

The game currently has 3 different game types, and they plan on keeping the ladder pool somewhere between 3 and 5 with active rotations, the specifics of which are far off from being set.

How big will the full hero roster be?

The plan is to keep going until ideas start to repeat. Currently at Blizzcon there are 18, and internally the number is closer to 30 with heroes they're testing and balancing. There is no goal or set design for it yet, Browder said he would like to keep going until he runs out of gas on ideas but has yet to hit that point.

There will also be little concern given for lore concerns on hero designs, so the possibility for weird stuff is out there and won't limit what each hero is capable of.




Richard Khoo
Hero developer at Blizzard



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@RealHeyoka | ESL / DreamHack StarCraft Lead
julius33
Profile Blog Joined January 2011
Estonia79 Posts
November 09 2013 21:27 GMT
#2
Good read!

This game actually looks like something i would like to get into, which is very rare for me nowadays. Lets hope blizzard changes the name though :D
Rahulikult!
Trasko
Profile Blog Joined July 2010
Sweden983 Posts
November 09 2013 21:32 GMT
#3
I am legit excited for this game!
Jaedong <3
Ragoo
Profile Joined March 2010
Germany2773 Posts
November 09 2013 21:38 GMT
#4
Really cool to see that they straight up want to outsource mapmaking to the community, like it should be in most games : )
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
sumsaR
Profile Joined January 2013
Sweden1812 Posts
November 09 2013 21:40 GMT
#5
Feels like they're taken out much of the required skill needed to succeed in this kind of game. Basically dumbing it down or making it simpler — whatever you prefer.

So basically what they did with Heartstone. Take Magic and dumb it down & simplify it as hell.
Dubzex
Profile Joined October 2010
United States6994 Posts
November 09 2013 21:42 GMT
#6
My entire feelings about this game can be summed up in one word: "Meh"
"DONT UNDERESTIMATE MY CARRY OR YOU WILL BE CARRIED INTO THE ABYSS OF SUFFERING" - Tyler 'TC' Cook
Elizar
Profile Joined February 2010
Germany431 Posts
November 09 2013 21:45 GMT
#7
On November 10 2013 06:32 Trasko wrote:
I am legit excited for this game!


I don´t know. I´m not.
It starts with the game name. There is already Hots.
Next thing: I´m not interested in making lot of friends in the internet. It happened in WoW, got me addicted for a while. But apparantly they want that to happen again with that "socialize thing".

It is quite funny though, that chat rooms are possible at launch.
Darkren
Profile Blog Joined February 2010
Canada1841 Posts
November 09 2013 21:50 GMT
#8
On November 10 2013 06:45 Elizar wrote:
Show nested quote +
On November 10 2013 06:32 Trasko wrote:
I am legit excited for this game!


I don´t know. I´m not.
It starts with the game name. There is already Hots.
Next thing: I´m not interested in making lot of friends in the internet. It happened in WoW, got me addicted for a while. But apparantly they want that to happen again with that "socialize thing".

It is quite funny though, that chat rooms are possible at launch.


So your not exited for a game because u dont like the name and dont want to make friends.
"Yeah, I send (hopefully) helpful PM's quite frequently. You don't have to warn/ban everything" - KadaverBB
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
November 09 2013 21:50 GMT
#9
This could be the game I needed all the time.
You don't choose to play zerg. The zerg choose you.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
Last Edited: 2013-11-09 21:54:10
November 09 2013 21:53 GMT
#10
Game is looking to be quite interesting so far. There are far simpler custom WC3 and SC2 maps that have sustained a large player base over a long time just because they are fun to play.
twitter: @terrancem
showBanquo
Profile Joined April 2011
Sweden182 Posts
November 09 2013 21:56 GMT
#11
" Browder said he would like to keep going until he runs out of gas on ideas but has yet to hit that point."

So we can still hope for High Templar and other high-tech units.
Naniwa - king of the north
Tileks
Profile Joined January 2013
Brazil74 Posts
November 09 2013 22:00 GMT
#12
On November 10 2013 06:50 [F_]aths wrote:
This could be the game I needed all the time.


Yeah, for me too, I like the gameplay of MOBAs or "hero brawler" but a single game can take an hour (not often, but happens), it appears that HotS goes directly to the midgame and have a lot of action.
DifuntO
Profile Joined November 2011
Greece2376 Posts
November 09 2013 22:14 GMT
#13
Sounds good.The shared experience provides a lot of flexibility when designing heroes and the way skills work seems to be a good alternative to having items.
All I do is Stim.
Nerevar
Profile Joined January 2013
547 Posts
November 09 2013 22:20 GMT
#14
With a map editor, maybe mapmakers will be able to create their own versions of DotA using Heroes assets of they feel that HotS isn't measuring up. Perhaps there will be enough assets for Warcraft rts remakes.
Elizar
Profile Joined February 2010
Germany431 Posts
November 09 2013 22:27 GMT
#15
On November 10 2013 06:50 Darkren wrote:
Show nested quote +
On November 10 2013 06:45 Elizar wrote:
On November 10 2013 06:32 Trasko wrote:
I am legit excited for this game!


I don´t know. I´m not.
It starts with the game name. There is already Hots.
Next thing: I´m not interested in making lot of friends in the internet. It happened in WoW, got me addicted for a while. But apparantly they want that to happen again with that "socialize thing".

It is quite funny though, that chat rooms are possible at launch.


So your not exited for a game because u dont like the name and dont want to make friends.


Names are not that important. But if a company fails like this it is saying something.
And yes, I don´t want to make friends on the internet. I gave you my explanation already. You can also add some features of this game to my list I don´t like in Hots: No gold, shared exp, ...

Well, my opinion won´t prevent you from trying it. After all, you can do what you like.
teapoted
Profile Joined August 2012
United Kingdom24425 Posts
Last Edited: 2013-11-09 22:51:20
November 09 2013 22:31 GMT
#16
As suspected this sounds more like WC3 custom maps than what it was originally talked about as 1+ years ago.

At least personally WC3 custom maps is the most 'fun' I have ever had in a Blizzard game so that sounds cool, if it is that. I'm not too interested in this whole shared experience, no item, dota-like thing. But if there will also be people making tower defenses, hero siege, footmen frenzy, etc... but in a modern engine, then I will definitely play it. But I don't really know how that business model works around buying and earning heroes if you're encouraging custom map creation. Do people have to make custom maps around those rules? Not really explained.

Also kudos to Heyoka for wearing the NP shirt interviewing the designer.

~

On a side note I don't buy this whole 'shared experience' so that supports can be more supporty. Because sure, that does allow you to do that, but it invites so many other issues. There are other ways to solve that problem, you give them experience for supporting, be that through healing or vision or whatever. I think that an asymmetric growth allows for much more interesting dynamics in a team game.

It's not about 'well the carry is 10 levels higher than others', that's not really the point, the point is that you can build line-ups around focusing resources on certain heroes and this allows for much deeper strategy. And more importantly it allows for come-backs. I'm not seeing how a team comes back from a big deficit if the entire team is lower level than the other, which I guess plays into the 'games should only last X minutes', but what makes every team game great is when you have a huge comeback after getting your face kicked in for 90% of the game.
Once you Goblak...
AwfuL_
Profile Joined January 2013
Netherlands6976 Posts
November 09 2013 22:42 GMT
#17
Brilliant move picking a name with the same abbreviation as one of their other games
FuzioNda1337
Profile Joined October 2013
Sweden159 Posts
November 09 2013 23:16 GMT
#18
i just hope they wont dumb it down so its low skill curve, if a moba game could find balance between dota skill curve and keep it still fun for new guys to keep playing.

this game could be a blast but if its Another League copy cat its meh for me i want games to have a lot to learn and make plays, i dont want the game to hold my hand i want to hold the game.

i love that there is diffrent spell choices and that there is diffrent maps, my biggest question will be esports.

becuse lets be honest its the esport that keeps the moba alive and its fun ofc.

But core part is ppl trying to be better and better, ive played dota since start, and games without esportscene that "works" can die out pretty Quick.

and if this is f2p i hope its not a silly system like talent level system like lol. where you have an edge against others becuse you picked right talents and it becomes a Dice in picking builds.

and then rune system also, its your gameplay spells and items you pick and how well you play and your team play that should determine talent system and trait system have no Place in competetive mobas.

and please just becuse i said League of legends dont take this the wrong way and start a League vs dota battle, we are more mature than that!
TheBloodyDwarf
Profile Blog Joined March 2012
Finland7524 Posts
November 09 2013 23:18 GMT
#19
Stop saying HoTS when there is already HoTS and Blizzard is using Heroes instead of HoTS
Fusilero: "I still can't believe he did that, like dude what the fuck there's fandom and then there's what he did like holy shit. I still see it when I close my eyes." <- reaction to the original drunk santa post which later caught on
FeyFey
Profile Joined September 2010
Germany10114 Posts
November 09 2013 23:27 GMT
#20
On November 10 2013 08:18 TheBloodyDwarf wrote:
Stop saying HoTS when there is already HoTS and Blizzard is using Heroes instead of HoTS


they also used swarm and wings. I am just worried for LotV ... the shortcut okay but I hope they don't call it Void at Blizzcon 2014.
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