Talk:2023-04-07 Community Q&A with Steven Sharif

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Intro

  • 00:00
Hello everyone and welcome to a bonus stream in April. We have a really cool show today.
  • 00:24
You know, for those of you who've been a part of the community for a while now, you know
  • 00:28
that on a yearly basis we kind of interact with different content creators who have been
  • 00:33
with the Ashes of Creation community for a while now. And I am joined by three of our
  • 00:38
very amazing content creators and they also manage their own communities who are very
  • 00:45
excited for Ashes of Creation and they've compiled a really cool list of questions that
  • 00:49
I'm excited to answer with them today. I have not previewed these questions so I heard that
  • 00:56
some of them might be fun and some of them might be a little spicy. We'll see. But I
  • 01:03
would love to go around with each of you and have you guys introduce yourselves and your
  • 01:08
channels and your community and just kind of give a little introduction. Why don't we
  • 01:12
start with you, Simurg?
  • 01:13
Oh yeah, so my name is Simurg and I am the host of the Ashes Pathfinders podcast and
  • 01:22
we're on the community site AshesHQ.com. So that's pretty much where you can find us doing
  • 01:27
our thing pretty regularly. We're pretty stoked about Ashes.
  • 01:29
Yeah, I jump on and I listen to your guys' podcasts every now and then that you have
  • 01:34
with some of the guests and also when you do the reviews of the live streams and stuff,
  • 01:40
you have a very active community and I love to see the questions and the banter and the
  • 01:43
kind of go back and forth and whatnot. We also have with us Mr. Richie S.H. How you
  • 01:50
doing, buddy?
  • 01:51
I'm doing good. How are you?
  • 01:52
Very good. Tell us a little bit about yourself and your channel.
  • 01:56
My channel is Richie S.H. over on YouTube. I cover all sorts of Ashes of Creation news.
  • 02:02
I cover tweets, Discord chat, all sorts of things to get every bit of information we
  • 02:09
possibly can.
  • 02:11
Every little piece of morsel possible. And then we also have a regular, our amazing,
  • 02:20
our one and only Chibi. How you doing?
  • 02:23
I'm doing pretty well. Thank you so much. I hope you're doing well also.
  • 02:27
I was getting sick last week during the live stream. Actually, I got sick that Thursday
  • 02:35
and I am almost out the other side. This one was a doozy. It was definitely a rough one,
  • 02:44
but I'm feeling much better today and I'm excited to be here with you. Tell us a little
  • 02:47
bit about your channel and what you do with Ashes.
  • 02:53
I am a co-host of The Golden Feather, which is a community-based interview and opinion
  • 03:00
podcast where we usually get to know our guests and also get to know the community's opinions
  • 03:06
on topics that the community is generally talking about. I have some of my questions
  • 03:12
are in that style.
  • 03:13
Very cool. Well, I love the opportunity to sit down with members of the community, especially
  • 03:20
you guys who have been following Ashes for such a long time. Obviously, there are different
  • 03:26
tiers of content creators who follow Ashes on and off, bring updates to their communities.
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But you guys have been following for a very long time. You're very core central members
  • 03:36
of the community and you represent, I think, a cross section of followers and fans who
  • 03:41
have been relatively up to date with what the game is intending to be, the philosophy
  • 03:47
of our designs, and been here from the very beginning. It's always good because when we
  • 03:54
do live streams or other types of quote-unquote marketing events where I might do interviews
  • 04:02
with content creators and whatnot, sometimes those are done within the context of the new
  • 04:06
audience. Who might we be speaking to that has never heard of Ashes before? But today,
  • 04:13
I think we're going to be a little bit different there. We're going to be speaking to more
  • 04:17
of our core audience with the types of questions that you guys want to ask. Those of you who
  • 04:23
have been following the project for a long time and have been through the journey with
  • 04:27
us of what it's come to be to make this game. That's always exciting for me. I apologize,
  • 04:33
I have a cough drop, so I don't cough too much. That might be why I'm sounding a little
  • 04:41
bit strange. But with that being said, how have you guys been doing? How'd you guys enjoy
  • 04:47
the last update?
  • 04:50
I loved it. I thought it was great seeing the story arc starting to come together. It's
  • 04:54
pretty cool.
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Yeah, it was something that we haven't really shown before. Obviously, we've talked a lot
  • 04:59
about since the beginning of time for Ashes back in 2017 about a changing world and whatnot.
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But I don't think people really had the opportunity to have seen what systems are associated with
  • 05:12
that. They got a little bit of a touch on it with the weathers and seasons. And now
  • 05:15
they get to see that both from a story arc perspective, as well as how we intend to facilitate
  • 05:21
those story arcs across the world. I thought it was cool. I love seeing the transition
  • 05:27
to that zone over into the Blood is Due story arc. I thought it was super cool. And Carfin
  • 05:34
is such a giant tower. One of my favorite things that I enjoyed in previous MMOs was
  • 05:40
these tall vertical dungeons. In Lineage, they had a really cool one called Krumah Tower
  • 05:46
that you got when you were level 40-ish and Tower of Insolence that you got when you were
  • 05:51
a little bit endgame. And I really always enjoyed going through those towers and the
  • 05:57
different rooms of that dungeon competing and fighting for where I could hunt or where
  • 06:03
I might get PK'd or get trained a bunch of mobs on. I don't know if you guys ever had
  • 06:08
that experience in your MMO play.
  • 06:10
Yeah, definitely watched you have that a lot on the livestreams.
  • 06:15
Yeah.
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Yeah, it was super cool. Well, let us get to some of your questions. I am super excited
  • 06:25
to just... And just for you guys who are tuning in, this is going to be a Q&A primarily. We're
  • 06:30
going to just shoot the poop, so to speak, and talk a little bit about Ashes and some
  • 06:39
of the questions that the communities have expressed to these guys. So what do you guys
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got for me?
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My first question, and as I mentioned, this is going to reflect our TGF Tavern podcast
  • 06:52
theme. So my first question is a little bit of an icebreaker. What are the most challenging
  • 06:58
and most enjoyable things you have found about running the studio? With these in mind, what
  • 07:03
is your biggest lesson learned throughout the process?
  • 07:06
What have been the most challenging and exciting things I've experienced in running the studio?
  • 07:12
Well, that is a big question. For those of you who don't know my history, I started Intrepid
  • 07:19
with my husband, John, back in 2016, really. It was when we hired our first employees,
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I think it was John Arilano and Keith Kovac. It was December of 2015. And it really came

Most Challenging and Enjoyable Parts of the Journey

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from a point of me as a player. I was kind of upset with the state of MMOs, and I've
  • 07:52
been a huge MMO fan for a very long time. I played a lot of MMOs. And we had an opportunity
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with some of the talent here in San Diego from formerly Sony Online Entertainment and
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some great MMO franchises that were built to attract an audience of developers who were
  • 08:13
going to be interested in building the next best MMO possible. And I didn't know much
  • 08:20
about development at the time. I knew a lot about designs and systems because I had run
  • 08:26
my own campaigns in D&D and Pathfinder. And that's what Ashes of Creation is predicated
  • 08:31
on with what it's built off of, is off of that campaign and Pathfinder. And so I had
  • 08:38
a very kind of understanding design-wise of these systems that I've experienced and were
  • 08:43
inspired from in other MMOs that I have played in. And I thought, how cool it would be to
  • 08:49
integrate those systems into a comprehensive and cohesive design theory around risk versus
  • 08:54
reward and not everybody's a winner and a little bit more of a throwback to more old
  • 09:00
school design feel and whatnot. So for me, starting in studio was a firehose of information,
  • 09:09
of learning. The first couple of years just sitting very closely with each of my lead
  • 09:16
developers and digesting as much as possible from their experiences in previous companies
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and previous projects. And that was a very difficult task to learn as much as I did in
  • 09:31
such a short period of time and still to continue learning that. What I would say the most fun
  • 09:37
aspect of having led an MMO studio now for the last over six years has been to watch
  • 09:46
the team grow and change. It's a very different feeling when you're a group of half-done
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to a dozen people, growing to a couple dozen people, growing to dozens of people, growing
  • 10:00
to 150 plus people. That experience, these different thresholds of studio size while
  • 10:11
maintaining the culture of what Intrepid is, which is a place for gamers to build games
  • 10:17
that they love, that has been a really rewarding experience to see the connections, to see
  • 10:25
the friendships formed, to see the bonds created, to see the camaraderie, the collective desire
  • 10:32
and motivation to create something that stands the test of time, that makes your audience
  • 10:37
proud, that makes you yourself want to play the game. That is something that is a sight
  • 10:43
to behold. The second most exciting thing I think for me has always been the opportunity
  • 10:49
to interface and talk to other gamers, people who are excited. I get a taste of this on
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a Reddit, I get a taste of this on the forums or through different YouTube channels and
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Twitter and Discord. A large portion of my initial environment and how I talked to players
  • 11:06
was through Discord. But I think that the pinnacle of that experience was going to PAXs
  • 11:13
and having an opportunity to sit down and hear directly from the player what's inspirational
  • 11:20
about Ashes, what is the core philosophy that speaks to you as a gamer. Each person is different
  • 11:26
what speaks to them, because we're all eclectic and have our own backgrounds and pasts and
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experiences that we want to relive and the nostalgia that we want to experience again.
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Just kind of finding what that common ground is between us as gamers. That was fun to experience
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and see people with just literal excitement and opportunity to kind of chat with them,
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play magic with them, play board games and hang out after the events. That was a super
  • 11:57
fun thing for me. What has been the most challenging? Obviously the most challenging thing for me
  • 12:04
was learning everything I needed to learn in a very short period of time and then continuing
  • 12:08
to learn and evolve from there. If I were to give another answer on the challenging
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aspect from a development perspective, it's integrating, I feel, this transparent process
  • 12:20
with the creative and development side of a project. Typically what people don't see
  • 12:28
what it takes to build these types of games. It's ugly, it's hard, it's iterative, it takes
  • 12:37
so much imagination to look at what you're seeing in a functional setting and imagine
  • 12:43
it in a testable and then eventually polished and shippable setting. That is a logical leap
  • 12:51
of creativity that it takes to get from this has no VFX, this has no sound design, this
  • 12:56
has no polished animation, this has nothing. I'm not talking about what you guys see because
  • 13:00
we take that up to close to a shippable quality. But when you see it in a very bare bones setting,
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it can be difficult. It can be challenging to imagine it in its next step of iteration
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and work. And then have to make decisions based off of that. It's a challenging thing
  • 13:29
to do but very rewarding as well. Sorry, that was a long-winded answer to your question.
  • 13:35
All right. My first question is, which zones can we expect to see in Alpha 2 and how many

Zones In Alpha 2

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of them are in a comparable state to the Riverlands and how far along in development they are?
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That's a big question. We have a lot of zones that are planned for Alpha 2. Not all of them
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will be online by the time Alpha 2 launches but they will be continuously integrated and
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launched as part of Alpha 2 continuing forward. The big areas obviously are the Riverlands,
  • 14:12
the Badlands, the San Squall Desert, the tropics, the forest areas, some of the tabletop mountains
  • 14:22
and the tundra and ice areas. And then we want to obviously have the loops around our
  • 14:31
naval zones partly represented. I apologize for coughing guys. Or as some called our last
  • 14:39
week's preview, the Tower of Coffin. I know that was good. But yeah, so there's a lot
  • 14:47
of areas that are planned. When we talk about level of completion, what goes into really
  • 14:52
making a particular zone? Obviously, there's the terrain, there's the foliage, there's
  • 14:59
setting up small points of interest, medium points of interest, large points of interest.
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There's connecting the quest hubs into those points of interest. They're setting up the
  • 15:07
nodes within those localities. There's the overland population, the spawner work that
  • 15:11
needs to be set up, narrative and storylines and how they connect outside of that particular
  • 15:17
zone. There's the resource tables and materials. There's a lot that really goes into that.
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As we accomplish setting up each of these zones incrementally, different parts of the
  • 15:32
team come and touch the zones at different points in the pipeline. So first, environment
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kind of gets in there and they set up the terrain and kind of the block out for all
  • 15:42
of the level design across that particular zone in conjunction with the level design
  • 15:47
team who's been and Jason and Jeremy kind of work with them on that front. And then
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once those kind of areas are set up and the POIs get blocked out, that's when narrative
  • 16:00
teams start assigning quest locations, quest markers and setting those up while nodes is
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kind of setting up the base node areas as well. So it depends on the zone, where it's
  • 16:15
at from a level of completion standpoint and who's kind of touched it. It would be a long
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list to kind of run down and go through each of those. But I would say generally when we
  • 16:25
talk about in preparation for Alpha 2, we bring the zones that are intended to launch
  • 16:30
with somewhere between like a 60 to 70% completion perspective before it's ready for an Alpha
  • 16:36
2. And then that's where you would expect players to kind of participate in those zones
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during Alpha 2.
  • 16:41
Cool. So this one's going to be related to lore. Could you elaborate on how the soul

Souls and Their Connection to Realms, Planes, and Avatars

  • 16:48
as a conduit may tie into other realms or planes? Again, assuming those are actually
  • 16:54
different things or possibly even the avatars of the gods, which you've previously mentioned.
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Oh, I need to be careful on this one. And I don't know how much I've gone into this
  • 17:06
in the past and how much is revealing maybe too much right now. But okay. So to understand
  • 17:17
what the mortal coil is, what we call the mortal coil, there is some base metaphysical
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understanding that's required of kind of the universe of Ashes of Creation or quote unquote
  • 17:33
universes, I suppose. And at the crux of each is this concept of the flow of essence, the
  • 17:41
river of essence we might call it. And essence is really all that can come to be comes from
  • 17:48
in some way, shape or form the essence. And in the original kind of Ashes of Creation
  • 17:56
Pathfinder campaign that I had built long ago, I'll just kind of talk a little bit to
  • 18:01
that and let you guys discover what may have changed in Ashes of Creation. But in that
  • 18:07
sense there was very much this concept of planar locations or different planes that
  • 18:13
existed within the universe. Some things existed on the material plane, some things existed
  • 18:19
on the ethereal plane, on the celestial plane. There are a number of planes that kind of
  • 18:24
exist. And essence flows like a river through each of the planes. And the higher up you
  • 18:32
go in these planes, the closer to the source of the essence you really are. And that's
  • 18:38
where you can see stronger manifestations of the magical aspects of the essence. Now,
  • 18:47
I'm sorry, let me make sure I'm touching on the right point of the question. Can you re-ask
  • 18:54
the question just one more time for me?
  • 18:55
Sure.
  • 18:56
Oh, I see it actually on the screen. Okay, sorry. No, elaborate more of how the soul,
  • 19:00
okay, got it. So when the divine races were created by the pantheon of gods, they were
  • 19:10
created for a particular purpose. And the purpose they were created for was to observe
  • 19:16
how these mortal beings would interface with a substance like the essence. And obviously
  • 19:24
one of the great differentiators between mortal divine races and the gods is that aspect of
  • 19:31
mortality. And one of the ways that the divine races were created in order to interact with
  • 19:36
the essence was through the use of a mortal coil. And that mortal coil was malleable.
  • 19:42
Your soul was malleable. It could change to adopt a greater connection with the essence
  • 19:52
around one particular school of magic perhaps or one type of magic that you might use essence
  • 19:57
for. And the more you experienced that, the more adept you became with utilizing that
  • 20:04
magic. And that's because your coil would start to mold itself to best facilitate that
  • 20:10
flow of essence, whatever school of magic you were manipulating with it, right? And
  • 20:17
so in that sense, when you have the story of the original ancients, the predecessor
  • 20:23
race to the divine races, their coil began to warp and change to best facilitate essence
  • 20:32
through the use of corruption and corrupt magic because it was in their story, in their
  • 20:37
history that they learned the most powerful use or at least what they believed was the
  • 20:42
most powerful use of essence was through corrupt magic. And that's what allured them towards
  • 20:48
it. So to give you better context about why that conduit is so important is as your base
  • 20:56
character, as your core archetype continually learns and manifests things in the world of
  • 21:02
era through the use of the essence, it will continue to shape and change its conduit towards
  • 21:08
that purpose. Now, how does the soul act as a conduit to the other races, to the other
  • 21:17
realms? Remember, that essence is like a river that flows through the plains. And when it
  • 21:22
touches mortal coils that use it in a certain way, it has reverberations throughout the
  • 21:28
river that is felt across the plains. And that's how important the divine races are
  • 21:34
when it comes to the war over their soul, so to speak, is what impact it has across
  • 21:40
the universe, so to speak. So hopefully that answers some of your questions. And then I
  • 21:44
see since the possible avatars of the gods, which have previously been mentioned. We've
  • 21:49
talked a little bit about them. I don't want to give them away too much because they are
  • 21:54
core characters within some of the storylines. But obviously, you know, the Phoenix is an
  • 21:59
avatar. And so that kind of gives you an example of the types of mythos and mythological creatures
  • 22:08
that we lean into to kind of represent the avatars of the gods.
  • 22:15
All right. My next question is, will the Alpha 2 map include any portion of the eastern continent?

Will Alpha 2 Include Part of the Eastern Continent?

  • 22:24
Hmm, that's eventually it will. Yes. At launch, it might not. It depends. It depends on how
  • 22:31
much progress we make towards that end. It is not required for us to begin testing. Let's
  • 22:37
just say that. And so if it makes it by the time we want to launch Alpha 2, then we will
  • 22:42
include it. Otherwise, it will be released at a later time during the Alpha 2 test.
  • 22:48
All right. Did the Underrealm size increase when you expanded the size of the world map,

Underrealm Size

  • 22:54
or is it still expected to be about 100 square kilometers?
  • 22:58
It didn't increase too much. You know, there is going to be some level of additional scope
  • 23:05
that's necessary on the Underrealm. Again, to reiterate the intent of the Underrealm,
  • 23:10
in areas where you have overland transit and movement between zones, the Underrealm is
  • 23:18
meant to provide an alternate path so that you are not creating these kind of congested
  • 23:24
environments where it is just too easy to gank, you know, someone who's moving material
  • 23:31
goods like through a caravan in a particular choke point. It's kind of offering alternative
  • 23:38
paths that can exist for players to utilize as necessary. And so in that sense, even though
  • 23:45
the size of the map grew, those choke points remained relatively similar, right? They're
  • 23:50
designed for a particular player count as a conjunction between different zones. And
  • 23:56
so the Underrealm, in order to facilitate that alternate path idea, did not have to
  • 24:03
increase in size too much.
  • 24:08
Cool. So the next question for the Pathfinders is that you've mentioned milestones a lot.

Elaboration of Milestones

  • 24:15
Is there any chance you could elaborate on what these different milestones or goalposts
  • 24:20
are in order to provide some added transparency without promising dates?
  • 24:24
Elaborate on these different milestones or goalposts. Well, when, I mean, there's a lot
  • 24:33
that gets done in a particular milestone. To give you kind of understanding from our
  • 24:40
internal kind of production schedule perspective, milestones consist of multiple sprints worth
  • 24:48
of work, right? And these sprints are kind of small increments of time that a particular
  • 24:56
development team might work towards a goal, completing a feature or content pass that's
  • 25:04
necessary in a particular area. And so when we set up our milestones and we are kind of
  • 25:11
identifying what those particular milestone goals are, they span across the entirety of
  • 25:16
development from platform and engineering to design and concept to combat iteration
  • 25:24
and counter design through model creation and VFX and our tools adjustments and iteration
  • 25:34
and environment buildouts and everything that goes into making a game, everyone is kind
  • 25:39
of involved in this concentrated and cooperative effort to achieve a particular milestone.
  • 25:47
Now, we talk about these milestones every month that we do a live stream. You see the
  • 25:54
fruit of these milestones, whether it be in the assets that get created that we talk about
  • 26:00
or a particular feature that we want to show off its development as it's been kind of fleshed
  • 26:06
out further. So each month you guys in the community get insight into what was a part
  • 26:13
of this particular milestone. And when we talk about upcoming presentations and upcoming
  • 26:19
live streams, you're getting insight, I think, into what's part of our internal scope. Now,
  • 26:26
obviously we don't share our internal milestones because they're very fluid and subject to
  • 26:32
change. We're an agile development team, which means that between sprints, it becomes necessary
  • 26:39
for us to make pivots, for us to make priority changes as it exists within our backlog. And
  • 26:47
a lot of that is driven by desired testing we need to get done internally or when we
  • 26:55
discover undiscovered work or we develop tech debt. Like there are reasons why those milestones
  • 27:02
change the excuse me, the scope and or objectives of a particular milestone might change from
  • 27:08
sprint to sprint ever so slightly. But the goals are always what we are aiming to achieve
  • 27:15
and stay consistent. So we don't share those because it is a very agile, fluid environment
  • 27:21
where particular objectives of a milestone might be relatively fluid.

Bodies of Water in the Underrealm

  • 27:30
And going back to the under realm, will there be larger bodies of water like oceans, lakes
  • 27:37
or rivers in the under realm? And if so, will we be able to use boats or ships to navigate
  • 27:41
them? There will absolutely be under realm lakes
  • 27:46
and rivers. Those will be locations and very important ones for unique material goods like
  • 27:54
certain types of fish that players will be able to go down and fish with. But there will
  • 27:59
not be the use of boats and vehicles within the water, water vehicles of the under realm,
  • 28:06
at least not for launch.
  • 28:08
All right. If everything goes relatively smoothly, how long are you anticipating Alpha 2 to run

Length of Alpha 2 and Avoiding Burnout

  • 28:17
for? And if it goes longer than anticipated, how do you continue to keep players and the
  • 28:22
viewers interested for that long without feeling the burnout of seeing all the content?
  • 28:26
Well, Alpha 2 will not be content complete. That's the first thing. The other thing is,
  • 28:34
you know, when talking about kind of burnout, I think that's something that we adapt to
  • 28:38
during the testing period. We kind of observe how players are buying on to this particular
  • 28:45
testing that's available. If we need to consolidate that testing, if we need to wipe that testing.
  • 28:50
We talk about the length of Alpha 2. Alpha 2 is intended to exist up until launch. There's
  • 28:54
going to be different testing periods that we will be releasing either new content locations
  • 29:01
or zones or systems that we want to have players kind of focus in on. In those situations,
  • 29:08
if we're having, you know, participation drought because of the length of Alpha 2, we can set
  • 29:15
them up in a more focused setting. We can even incentivize that. We can offer unique
  • 29:21
testing to potentially new testers as well. You know, it's important to note that Alpha
  • 29:31
2 and our Alphas are not what traditional Alphas have been that many players have experienced,
  • 29:38
which are usually completed games that are being ported over or moved over into a new
  • 29:45
region for publishing purposes. And they're selling access to Alpha as a higher price
  • 29:53
point of exclusion, you know, exclusivity in order to start off that product launch
  • 29:59
with a bang in the new territory. That's what traditionally players in Western audiences
  • 30:05
are accustomed to are these Eastern ported over MMOs and their quote unquote Alphas,
  • 30:11
which are really just stress tests environments for a completed game in a server. Ours are
  • 30:16
very much traditional Alphas. And what that means is the game is not complete. The game
  • 30:23
is in a very core functionality perspective. Alpha 2 will be a bit more than that obviously
  • 30:31
than Alpha 1 was. Those of you who participated in Alpha 1 saw just the basics and core functionality
  • 30:36
of the game, you know, seeing nodes get stood up, seeing nodes collect experience and threshold
  • 30:41
and having some service buildings you could build and character progression and skills
  • 30:44
and abilities and dungeons and, you know, bosses and monsters and some basic crafting
  • 30:50
and questing like that was Alpha 1. Now that was a large environment. It was 64 plus square
  • 30:55
kilometers I think of space. But Alpha 2 is a much more fleshed out version of what Ashes
  • 31:02
of Creation is. And so in that sense, it's still important to keep in mind it is not
  • 31:08
a finished product and there's still a lot of stuff to be done. But this is an opportunity
  • 31:12
for us again to touch point with the community and say, okay, on these particular systems,
  • 31:17
on these particular content passes, on these particular gameplay features and loops like
  • 31:24
combat and whatnot, how do you want to see changes? And then we validate what those change
  • 31:29
desires are against what our intended list of deliverables already are, ensure that there's
  • 31:34
one-to-one parallelism there. And then if there are things that we didn't see, we evaluate
  • 31:38
based off of feedback from players, if we should incorporate them or iterate upon the
  • 31:43
existing designs. Hopefully that answered your question.
  • 31:49
All right. So this one's about the cosmetic store in Freeholds. When are we going to get

When Will We Know About Cosmetics and Freeholds?

  • 31:56
answers on the point regarding what the cosmetic skins correlate to on Freeholds as it's been
  • 32:03
quite some time now since people have been waiting for an answer on that?
  • 32:07
Yeah. So the majority of cosmetic Freehold skins, the vast majority of them are used
  • 32:14
for the home. And to give you an example, kind of an idea of how the Freehold is partitioned,
  • 32:23
Freehold serves kind of three main purposes. The first and foremost is as a location for
  • 32:28
your home. And so because of that, a portion of the Freehold is dedicated to a home building.
  • 32:36
And you cannot fill that space with workshops and or processing stations other than to place
  • 32:44
a home there. The home offers a lot of things and the reasons why it's a core element of
  • 32:49
the Freeholds is because of storage capability, excuse me, storage capability, furniture allotment
  • 32:59
and placement. Furniture interacts very closely with processing as well as the crop rotations
  • 33:08
that exist around the particular housing building. The other portion of the Freehold is dedicated
  • 33:18
to workshops and these processing stations essentially. And processing stations are of
  • 33:24
course a necessary component of taking gatherables into usable crafted goods essentially to fulfill
  • 33:31
what recipes require in order to make items. And so the majority of cosmetics that are
  • 33:40
out there from our pre-order packages are dedicated to that Freehold housing slot. Now
  • 33:46
some are used for the workstations and it is the intent that our designs facilitate
  • 33:54
multiple applicable cosmetics skins to those workstations as well as to the house. So you'll
  • 34:01
see Freeholds that have the house applied cosmetic and some with the workstations applied.
  • 34:08
Why is it taking so long for interpretive clarification? So the unique thing about the
  • 34:14
Freehold approach and design is that there's a lot of testing that needs to be done around
  • 34:20
that. And in Alpha 2 we will have our Freeholds available to test. And while we have the designs
  • 34:30
in place for how processing interacts for gathering and how processing feeds the crafting
  • 34:38
stations, some of that stuff might change. The allotment of buildings that can be placed
  • 34:43
on the Freehold, the way that the buildings get placed on the Freehold, whether or not
  • 34:46
we even scrapped the idea of dedicating a portion of the Freehold towards the house.
  • 34:51
And because of that, because of the design limbo that's still pending our testing environment
  • 34:56
in Alpha 2, we've not wanted to kind of give definitive definition around how those cosmetics
  • 35:06
will be applied to the Freehold buildings in the event that that might change based
  • 35:10
on iteration. But to give you perspective there, it's mainly going to be focused around
  • 35:17
the Freehold house and then also having the ability to apply the skins to some of the
  • 35:22
workstations as well. There is going to be a limited allotment of how many workstations
  • 35:26
you can have stood up at any given time. There's a limited allotment of licenses that can be
  • 35:30
applied to a Freehold in order to make some of those stations reach level two, tier two
  • 35:34
and tier three. What those particularly are, we have some designs for them now, but that
  • 35:40
most likely will not survive testing and will need to be changed and adapted and iterated
  • 35:45
upon based off what the testing results provide. One other thing is that we don't really market
  • 35:54
our pre-order packages. We don't market our cosmetics. We don't spend any marketing dollars
  • 35:58
towards that end. And I want to reiterate something that I've always said in the past
  • 36:04
and will continue to say going forward. It is not necessary to pre-order Ashes of Creation.
  • 36:12
We do non-NDA testing periods. This is an opportunity where all of the community gets
  • 36:18
to see what some of the testers are experiencing in Alpha 1 and in Alpha 2. And to be perfectly
  • 36:24
honest, our testing environments are not catered or made for the enjoyment of players. It is
  • 36:29
not a game that you are purchasing when you make a pre-order into Alpha and Beta for Ashes
  • 36:34
of Creation. You are actually committing yourself to dedicating a portion of your time in testing
  • 36:41
specific loops that might not be fun in order to accurately provide us the team with information
  • 36:48
from a player invested perspective. And so in that sense, it is perfectly acceptable
  • 36:55
and desired that players who are cautious or questioning whether or not this is the
  • 37:00
game for them, some of the designs might speak to them or not, sit back and wait. You have
  • 37:04
an opportunity to watch development, to continue to opine and give your thoughts and feelings
  • 37:09
on something. And if the monetization structure of selling cosmetics is not your cup of tea,
  • 37:14
then by all means, do not participate that. There are plenty of games that are out there
  • 37:18
that do things differently. We're very upfront about how we want to operate with regards
  • 37:23
to no pay to win, no pay to convenience. Our cosmetics are available if players want to
  • 37:30
participate. They like collecting those things, that's fine. And they are part of building
  • 37:34
the world. These cosmetics get used as part of NPCs, they get used as part of unique buildings
  • 37:39
around different points of interest. They're already in line of production in order to
  • 37:44
build the world of Ashes. They're just also available as part of the cosmetic purchases
  • 37:50
as well. So hopefully that answers your question.

How Will World Events Affect Freeholds?

  • 37:56
I'm gonna actually go ahead and elaborate on the freehold. What happens if you have
  • 38:00
a freehold and a world event happens in the area? We know that some events can affect
  • 38:05
buildings, can it also affect your freehold?
  • 38:08
No. So the way that events work is there's a certain number of world conditions that
  • 38:18
can serve as predicates for whether or not an event, the event manager and the event
  • 38:23
system which Clayton has done a great amount of work on, on whether or not these predicates
  • 38:28
satisfy the requirements in order to initiate an event. And those events have objectives.
  • 38:36
Some of those objectives might be centralized at points of interest, some of the objectives
  • 38:41
might be centralized at a particular node, some of those events might be predicated on
  • 38:47
a particular objective that just randomly spawns out in the world in order to kind of
  • 38:51
create player activity and engagement and soft friction between players, right? The
  • 38:59
events do not target personal belongings, which means that your freehold is essentially
  • 39:05
a personal belonging, right? It is a certificate, a deed in which you own, in which you have
  • 39:11
constructed the necessary requirements in order to stand up any particular building on that
  • 39:17
freehold. So in that sense, we don't want to create an event that targets you. We want
  • 39:23
to create events that target, engage and incentivize your community. And there are a lot of different
  • 39:30
communities in the aspect of Ashes of Creation. Remember, we're a non-faction based game,
  • 39:35
which means we have to create a lot of micro communities. We have to create a lot of quote
  • 39:39
unquote pseudo factions. And the reason we create those pseudo factions and they're opt
  • 39:44
in like I choose which node I'm a part of, I choose what social organization I'm a part
  • 39:48
of, I choose which religion I'm a part of, I choose which dungeon I choose to go and
  • 39:52
you know, to XP at. The reason why we allow that amount of player agency is because we
  • 40:01
create complimentary systems that incentivize soft friction between those communities, right?
  • 40:07
And events is one of those systems that helps to facilitate the soft friction between communities.
  • 40:13
So we don't want to focus them on an individual player. We want to focus them on the micro
  • 40:16
communities or the pseudo factions that that player has chosen to be a part of.
  • 40:07
Right. How do you go about designing some of the more old school systems such as XP debt, minimal

How Do You Go About Designing Old School Systems In a Modern MMO?

  • 40:30
fast travel and open world rating that have really gone away for the most part in modern
  • 40:35
MMOs? And how do you design them to be accepted again by a new generation of gamers? And what
  • 40:55
made you decide to bring these back for ashes to begin with?
  • 40:58
into that question. How do you design some of the more old school systems? Well, when looking
  • 41:10
at the reasoning behind why some of those old systems existed, a lot of it was centralized
  • 41:16
around the idea of risk versus reward. I mean, let's take a look at the three that you name,
  • 41:24
XP debt, minimal fast travel and open world rating. Experience debt is a cost of failure. Experience
  • 41:47
debt is the cost I pay for the bad choice. Right. And if you and I think to skip well, let me just
  • 42:11
go through the two minimum fast travel. My location matters. And the time it travels
  • 42:14
matters too. And each of these minimum fast travel Patriots narrowed down and left me only
  • 42:20
with a minimum and a whole load of
  • 42:28
greater value for every hospital and every railway station in the world. And you know,
  • 42:39
one of the core fundamental philosophies as to how you design some of the more
  • 42:44
old-school systems. To answer the second part of the question, we've moved away
  • 42:49
from that modern MMOs. Modern MMOs have had a difficult time. Modern MMOs have
  • 42:56
had a difficult time because of really three main probably issues. The first and
  • 43:04
foremost is that the existing primary franchises of MMOs today, the big ones
  • 43:13
out there, the WoWs and the Final Fantasies and the Guild Wars and the PDOs,
  • 43:18
they've had a lot of time to create a social gravity well, which means that
  • 43:26
MMOs are very social environments. That's what MMOs do best. From a business
  • 43:33
perspective, that's why MMOs have long lifetime value for customers because of
  • 43:38
the retention ability for that particular MMO to keep a customer
  • 43:42
returning. And it's because of these social environments, the guild structures,
  • 43:47
the cooperative questing environments, content completion that incentivizes
  • 43:52
people to work with one another to create friends, online friendships and
  • 43:56
environments. That is not the typical genre. That is not the
  • 44:02
FIFA sporting genre. That's not the first person shooter genre as much.
  • 44:09
It is not the... You can jump into those session-based games as a
  • 44:12
solo player real easy and just kind of dip out when you're done and see your
  • 44:16
individual performance. From a MMO perspective, those existing
  • 44:22
franchises have a strong social gravity well. And so games when they launched to
  • 44:28
compete with those existing franchises, they have wanted to remove friction.
  • 44:38
Their approach philosophically to game design theory has been every time a
  • 44:44
player experiences friction, that is an opportunity for us to lose the player.
  • 44:50
And that can be a scary thought. Not that we place the emphasis or the
  • 44:55
reasoning behind why should a player emphasize the reward of success because
  • 45:02
the taste of defeat can be bitter. And so that creates an investment for the
  • 45:08
player that's more long-term. But some of the perspective of the new modern MMOs
  • 45:12
that have launched is we need to make our money back and we need to retain the
  • 45:16
user for as long as possible. Let's reduce the friction for that player and
  • 45:20
the opportunity for them to disassociate with the game at the taste of failure.
  • 45:25
And so that's been a lot of the reasoning behind why modern MMOs go more towards
  • 45:30
the realm of everyone's a winner. You get a trophy and you get a trophy.
  • 45:34
Doesn't this trophy feel great? Big hoopla and rewards and now the screen is
  • 45:39
shaking and shining and you've killed a trash monster. Now the whole world is
  • 45:44
jumping up in joy for you. That is how I feel every time I jump into a new MMO.
  • 45:50
And to be honest, it sucks ass. Excuse me. It sucks, right? It is a bad experience.
  • 45:58
Oh my gosh, should we have said ourselves to... Margaret's going to kill me.
  • 46:04
Okay, regardless, it is a trash experience. It does not feel good to be a winner
  • 46:09
every time no matter what you do. That sucks. It feels good to lose sometimes.
  • 46:18
It is the duality of that experience that makes the feel good moments actually feel
  • 46:23
good. So, some more of those. So anyways, that's a little bit of a throwback to why
  • 46:33
that sometimes I get a little bit animated. I apologize if there's anybody
  • 46:45
who's not accustomed to that language. But regardless, that is one of the reasons
  • 46:50
why I think modern MMOs moved away. A couple other reasons, of course, why is
  • 46:55
there's a lot of content that those older MMOs had had the opportunity to kind of
  • 46:59
release over the cadence of 10 years of like regular drops for new content.
  • 47:04
That is another reason. I think it's important that a new generation of MMO
  • 47:13
gamers have not had the opportunity to experience it before. Look, there is a
  • 47:20
wall of willingness to try a game based on the graphics. I'm just going to say it
  • 47:26
out loud. Graphics don't make a game. However, graphics can help attract an
  • 47:33
audience. And for younger new players who have not seen, and I think this is a
  • 47:40
standard third reason of why older MMOs don't see a lot of new player acquisition
  • 47:45
from younger generations jumping in is because their graphics just aren't up to
  • 47:51
par with some of the other games that are now being made in genres that it's
  • 47:54
much easier and faster to make new games in. Okay? An MMO lifespan to develop a
  • 48:00
product is a long time. And not a lot of studios are willing to commit to that
  • 48:06
amount of time or that money, but the reward can be oh so sweet for those
  • 48:11
studios. And I'm glad we're seeing now in today's age a little bit more of an
  • 48:15
embrace for new MMORPG development. Thank goodness we get some new life there.
  • 48:20
I think that there is going to be a golden opportunity for us as developers
  • 48:27
to define what the new golden cohort of MMO players are. And I'm going to tell
  • 48:33
you we have not seen that largest cohort yet. We have seen the golden cohort
  • 48:38
continue to age. You know now we're in our mid 30s to near 40s some of us, right?
  • 48:45
I think we're the golden cohort of that MMORPG genre. And I think that there is
  • 48:51
going to be an opportunity for an entirely new generation over the course
  • 48:56
of these next five years or so with some of the new projects that are on the
  • 49:00
horizon, Ashes of Creation, for us to come along and say hey you didn't know
  • 49:06
what a WoW launch looked like. You didn't know what a Final Fantasy launch looked
  • 49:10
like. You didn't know what other these giant you know franchises that their big
  • 49:15
launch felt like. And it was a really cool and interesting time to be at the
  • 49:19
ground floor opportunity of a new MMORPG. Especially one with next generation
  • 49:25
graphics and some intense player agency driven systems. I think that's super cool.
  • 49:29
And I think that's going to be something that's going to be a sight to behold.
  • 49:33
Apologize for the language.
  • 49:36
Margaret we got to set the setting to whatever mature. Yeah I only laughed
  • 49:45
because it resonated Steven. But moving on. For this one, wanted to address some

What is the Current Scope for the Combat System?

  • 49:51
concerns around combat becoming more action focused or builder spender. You
  • 49:56
know maybe less of a hybrid combat system. What's the current scope for the
  • 50:00
combat system that and has intrepid deviated away from its original goals
  • 50:05
with it? If so how? I wouldn't say that we've deviated. I would say that we've
  • 50:13
iterated. I would say that okay so to reiterate what the current scope for our
  • 50:22
combat system is. Is a hybrid between tab and action. And what that means is at its
  • 50:28
essence what is the difference between tab and action? Action contains a lot of
  • 50:35
player driven skill shots right? These are me reacting to the situation I'm
  • 50:44
seeing. They're landing an aimed shot or timing and predictive behavior. It's a
  • 50:53
lot of fluidity right? And mobility that's associated there. Obviously one of
  • 51:00
the staple you know components of action combat is a reticle to differentiate
  • 51:06
between the camera modes of course. Some of us have played tab targeted games
  • 51:12
that emphasize those elements as well through templated AoEs. Templated
  • 51:20
targeted AoEs right? Line attacks you know those those types of abilities
  • 51:30
exist in tab target games as well. What we're trying to do with Ashes of
  • 51:36
Creation is create a system that blends the two worlds together to a degree. And
  • 51:42
offers players the opportunity to spec into more heavily skill oriented
  • 51:47
abilities or tab targeted. Have that duality that's represented. So
  • 51:55
we've changed a little bit about how we approach that over the course of the
  • 51:59
last several years based off of player feedback. You know we did some APOC
  • 52:03
testing around like really core action combat. And we did some testing around
  • 52:14
Alpha 1. We did some split body iteration. We saw kind of player feedback there
  • 52:22
with regards to root motion attacks and whatnot. So you know right now we have a
  • 52:28
really talented strike team on the combat side that end on the encounter
  • 52:33
side. That are making significant progress I think in moving forward the
  • 52:38
combat designs around Ashes of Creation. You've seen a little bit of this in the
  • 52:43
tank demonstration. And while it's not quite there yet it is getting closer to
  • 52:49
there. And this is probably one of the most subtle driven components of
  • 52:57
development is combat. Because it's the most tactile. Because it's the most
  • 53:01
interfaced with. Because it is something you're constantly experiencing. And it's
  • 53:07
also something that a lot of different people have a lot of different thoughts
  • 53:10
on. Because there's a lot of different games out there that do combat
  • 53:13
differently. And that's okay. And that's normal. And let's take the best parts of
  • 53:17
those and incorporate them into what we want to make Ashes' combat identified
  • 53:22
around. The simple truth of the matter is this and what people should walk away
  • 53:26
from this question thinking. We will continue to iterate on combat until it
  • 53:35
is in a place that collectively we as a community can say this may not be my
  • 53:42
particular combat. But this combat is good. That is the driving force and
  • 53:48
factor behind the development of combat. And that is how we are going to continue
  • 53:52
to iterate upon it. Utilizing of course the player feedback from our community.
  • 53:57
But also keeping you guys informed and up to date as we continually iterate on
  • 54:02
combat. All right. My next question is on the character creator. When might we

When Will We See an Update for the Character Creator?

  • 54:12
expect to see a new iteration of the character creator? Has the team been
  • 54:15
concentrating more on polishing the new faces in that we have already seen? Or
  • 54:22
integrating more races with a similar degree of polish? The character creator
  • 54:27
is currently scheduled in this milestone, milestone five, to get brought up to
  • 54:37
speed with the most recent additions of our races. The additional features
  • 54:46
that we're talking about with like different hairstyles and decals that can
  • 54:51
be used, those might not be worked on this milestone. They might not be
  • 54:56
worked on until next milestone. But I would say in anticipation for Alpha 2,
  • 55:01
you will expect to see that the character creator is in a usable,
  • 55:06
functional, and testable playable format for Alpha 2. It may not have all the
  • 55:11
bells and whistles of course that we want to launch with, but it is going to
  • 55:15
be a part of the Alpha 2 client that players will get to interface with. All

How Far Are You Willing to Go In Response to Player Feedback On Core Systems?

  • 55:22
right. How far are you willing to go in response to player feedback on core
  • 55:26
systems? For example, if there's a huge outcry at launch to have more instanced
  • 55:30
dungeons and raids, is that something you would address? Are you standing firm on
  • 55:34
the more open world aspect of it? Well, let's see here. So to first answer
  • 55:45
that question, player feedback is important. However, the identity and the
  • 55:51
vision of the game is not up for discussion. And so when we talk about
  • 55:58
the core systems, tenets, and philosophies behind what the game that we're
  • 56:03
trying to make is, we believe that the game we are trying to make resonates
  • 56:09
with a large enough section of the MMORPG player base that it is a
  • 56:14
sustainable and profitable venture for us to create that core game. Now, the
  • 56:22
ancillary systems that live around the core philosophy of Ashes of Creation, or
  • 56:27
the subtleties and what we need to do in order to make a particular system or
  • 56:31
feature better, right? That is why we interface with. That is the reason that
  • 56:36
we want to collect player feedback. The identity of the game, when you leave
  • 56:42
that up to council design, so to speak, right? That's when you start running
  • 56:48
into an identity crisis. And I think that if the objective of a particular
  • 56:54
team is to answer the call of every player, that ten times out of ten,
  • 56:58
they're going to fail. And I do not believe that that is the way that you
  • 57:02
go about creating a product. I think that you identify your golden cohort,
  • 57:07
you identify your core audience, and you say, hopefully with this sense, I am a
  • 57:12
member of that core audience. I know what that core audience desires from a
  • 57:16
10,000 foot perspective. I am going to build that, right? And you stick with it.
  • 57:22
And the moment you have voices that come from a board or that come from a, you
  • 57:27
know, an executive or that come from a monetization guy, and they say, hey, this
  • 57:34
is made a lot of money over here. Let's make some money over here, right? That is
  • 57:38
when you start running into the problems. That is when you start running into the
  • 57:44
identity crisis. And that is not up for discussion, so to speak. But as I said,
  • 57:54
the subtleties of implementation, the iterative portions of a particular
  • 57:59
feature or system, those are where player feedback matter. And I'm going to tell
  • 58:03
you, it's a difficult job parsing through feedback. It is a very difficult one.
  • 58:11
Roshan and Vaknar and Margaret and Peter, you know, they do great jobs on the
  • 58:20
community side, and not a lot of teams invest money into community teams this
  • 58:26
early on and as early as Ashes did. But it's necessary in order to distill the
  • 58:33
feedback into actionable items. Otherwise, it would be a very difficult thing.

How Will Branching Storylines Affect Future Expansions?

  • 58:44
So with server quests that can only be done once and that begin certain events
  • 58:49
in the game, how will this affect future expansions if two servers don't follow
  • 58:54
the same major quest paths?
  • 58:56
That's a good question. So obviously, you know, when our story arcs have branches,
  • 59:07
and it depends kind of on the story arc itself, right? We have these major story
  • 59:12
arcs, we have minor story arcs, we have personal story arcs, stuff like that.
  • 59:17
They all tie into a metanarrative. And when we are releasing expansions, we
  • 59:27
throw back to more gross generalized ideas of a particular story arc. So for
  • 59:35
example, if little Timmy dies at the end of one particular story arc, there might
  • 59:41
be five or six different ways he could die, depending on which story arc maybe
  • 59:47
gets interfaced with or which chapter, how a particular chapter might end. But
  • 59:52
when we refer back to little Timmy dying versus living in a future expansion, we
  • 59:59
don't need to get granular in how little Timmy died, right, out of the six possible
  • 1:00:04
scenarios. We just need to say, poor little Timmy died. Isn't that sad? Right?
  • 1:00:09
So in that sense, we keep it as binary, as restricted in the number of ways that
  • 1:00:18
it can occur. But in addition, the reality is we're going to be creating new
  • 1:00:22
storylines with the future expansions, and we're going to do our best to kind of
  • 1:00:27
call back into what a particular story might have been with on a server. But the
  • 1:00:32
core aspect of these story arcs is to kind of create that unique aspect of
  • 1:00:39
player-driven storylines within a particular expansion or launch, and then
  • 1:00:45
do our best to call back to them as we release future expansions and redefine
  • 1:00:49
particularly those areas.

The Separation of Artisan and Player Level and its Effect On Gathering

  • 1:00:55
My question is in regards to character level and artisan level. We know that
  • 1:00:59
currently there are two separate things. That being said, what prevents a player
  • 1:01:03
from staying level one and parting up with a level 50 player to then gather
  • 1:01:08
level 50 resources in the high zones? That way, anyone who wants to take those
  • 1:01:12
resources will have to kill the gatherer who is level one and get a large amount
  • 1:01:16
of corruption for killing a level one as a level 50.
  • 1:01:20
Well, there's a lot that goes into it. First of all, gathering higher level
  • 1:01:26
resources requires significant advancement within a particular
  • 1:01:32
profession for that gatherable resource. So if I'm a miner and I want to access
  • 1:01:37
the highest possible mineral, I need to be a master miner. And in order to
  • 1:01:43
achieve the master miner status, I am gonna be one gaining adventuring level
  • 1:01:49
experience through that process because many of those quest lines, many of those
  • 1:01:55
achievements are facilitated through quest lines. Some of those quest lines
  • 1:01:59
interface with adventuring difficulties that are out in the wild at certain
  • 1:02:04
levels. So that's going to predicate me... That's going to be a predicate for
  • 1:02:10
me to achieve a certain level in order to complete some of these quest lines
  • 1:02:14
and achieve that master status. So you will likely not see the ability of a
  • 1:02:19
level one alt character having the access to high level mineral mining or
  • 1:02:26
any other type of gatherable out there.
  • 1:02:28
That's one thing to prevent it. And then the other thing is...
  • 1:02:35
Let's see here again, higher tiers. So that's the primary method really in
  • 1:02:40
which we prevent that. Anyone who wants to take these resources who kills a
  • 1:02:44
gatherer will get a large amount of corruption. But the truth of the matter
  • 1:02:46
is, if you're killing a gatherer, it is gonna be entirely possible that a
  • 1:02:52
level 30 or 35 person might achieve the rank of master miner and be out
  • 1:02:57
in the level 50 areas mining that gatherable. And to a degree, whoever
  • 1:03:05
wants to kill them is gonna suffer the consequences of a larger amount of
  • 1:03:08
corruption gained because of the disparity in level between that
  • 1:03:11
character's adventuring level and the character who killed them. And that's
  • 1:03:14
part of the disincentivization of the corruption system. And that's part of
  • 1:03:20
the novelty of player agency within a particular system like the Artisanship
  • 1:03:25
one, where maybe my first focus as a player is to level up my master mining
  • 1:03:32
profession as quickly as possible. And that exceeds what would naturally have
  • 1:03:36
been my character level or adventuring level advancing alongside it. That's, I
  • 1:03:41
think, unique. That's, I think, interesting. That is, I think, what players
  • 1:03:45
want to have the choice to be able to do if they want to. Oh, and yes, you
  • 1:04:00
guys can't hear this, but we just heard a very lovely Margaret talking to us.
  • 1:04:03
So we were awkwardly silent there for a second. Margaret was talking to us.
  • 1:04:08
It's noon, but I'm fine with continuing this questions if you guys wanna
  • 1:04:13
keep going a little bit. Yeah, I'm down. I'm enjoying it. All right. Will there

Perks To Leveling an Alt

  • 1:04:21
be any perks to leveling in all once you have a character max level to make the
  • 1:04:25
experience more convenient, such as account wide rep mounts leveling gear?
  • 1:04:29
Or will each character start from absolute scratch when you start a new
  • 1:04:32
one? Each character will start from scratch. However, with that being said,
  • 1:04:39
there are certain account based considerations that we're making, such as
  • 1:04:46
the ability to share warehouse space between alternate characters on the same
  • 1:04:57
account, the ability to utilize housing and furniture that might be in the
  • 1:05:03
housing and or workstations that might be on a freehold across characters on
  • 1:05:07
a particular account. So in that sense, there is a bit of a leg up for players
  • 1:05:13
who have achieved things on their primary character. However, at the same
  • 1:05:18
time, there should not be like experience boosters and things that kind of hasten
  • 1:05:27
the development of that particular... They could share... We are an open economy
  • 1:05:31
system. So if they wanted to give them the best gear set for each particular
  • 1:05:35
level grade, players could do that. But that I think is normal. That's what most
  • 1:05:41
alt creating characters want to kind of experience. But they'll have to go
  • 1:05:45
through and complete all the same quest lines. They'll have to complete the same
  • 1:05:47
leveling process. They will have to do what it takes to level up that particular
  • 1:05:52
alt.
  • 1:05:53
All right. So the next question that we've got is going to be regarding the

Classes and Their Relevancy In Gameplay Loops

  • 1:06:08
class composition and design revolving around the Holy Trinity.
  • 1:06:15
Okay.
  • 1:06:16
Yeah. If that is the case, where does a non-healing support fall into that
  • 1:06:23
concept of design and how will players who choose that path remain relevant
  • 1:06:28
throughout the gameplay loops?
  • 1:06:30
Well, this is a bit of a throwback again design. This is a more old school idea
  • 1:06:37
of the Holy Trinity and where non-healing support classes fall into that mix.
  • 1:06:41
Generally, you see in my experience, most non-healing support classes fall into
  • 1:06:49
between the hybrid of support to tank or support to DPS, right? So they tend to
  • 1:06:54
fill a hybrid role. The bard has an opportunity to fill that space. It is a
  • 1:07:02
very integral component to maximizing a particular group or archetypes ability
  • 1:07:10
to perform through the use of their supportive and buff oriented abilities.
  • 1:07:17
As we've talked in the past, many of these are support based on proximity. Some
  • 1:07:22
of them are support based on targeted buffs. We're going to be following the
  • 1:07:28
format of abilities that adhere to dances, songs, and stories when it relates
  • 1:07:33
to the bard and the scope of their particular ability sets. Each of those
  • 1:07:38
provide a certain type of benefit to other characters within proximity.
  • 1:07:46
The idea here, again, pointing back to a more old school Trinity design, is that
  • 1:07:53
no party is complete without the non-healing support class, which is the
  • 1:07:59
bard in Ashes of Creation. So that is, I think, a role that a lot of players out
  • 1:08:08
there enjoy. And you'll be able to perform as that class in either a DPS or
  • 1:08:14
tank oriented and perhaps even depending on your archetype selection, healing
  • 1:08:19
oriented as well. Obviously not to the degree that a primary archetype cleric
  • 1:08:23
would, but yeah. My next question goes back into the Alpha 2. Do you plan on

Will Testing In Alpha 2 be Compounding or Cyclical?

  • 1:08:34
introducing it all in a steadily compounding way, only adding new features
  • 1:08:38
or content or in a cyclical manner so certain systems are turned on and off to
  • 1:08:45
test while others are iterated upon and alternately cycled out? Probably a little
  • 1:08:52
of both. I would say it's going to depend on the particular system. So you'll
  • 1:09:02
see drops where we update Alpha 2 and want a lot of focus around one
  • 1:09:09
particular system. And in order to make sure that we are seeing that level of
  • 1:09:15
interaction, we might disable certain systems or take them down to be
  • 1:09:19
iterated upon. The benefit of being in a production environment is that we make
  • 1:09:27
releases and that cadence of our release candidate is predicated on an amount of
  • 1:09:33
work done within some number of sprints, gets tested internally QA wise, and then
  • 1:09:41
gets promoted out to a production environment. Those will tend to be larger
  • 1:09:45
drops for Alpha 2. So you may see whole systems come online at some different
  • 1:09:52
points throughout the Alpha 2 testing, entirely new different areas, entirely
  • 1:09:57
new packages of narrative content and POIs. That is going to adhere to kind of
  • 1:10:04
what our development schedule and release cadence will look like. All right.

Will Dialog Choices Have Any Impact On Quests?

  • 1:10:13
Will dialogue choices have any impact on the quests in regards to how NPCs
  • 1:10:18
respond to you or is the overall outcome of it or sorry, will they have any
  • 1:10:23
impact on the quest or regards how they respond to you or the overall outcome of
  • 1:10:27
that quest or is it more of just a role playing perspective without any major
  • 1:10:30
impact? No, the dialogue choices are intended to provide an impact both with
  • 1:10:39
the response of the NPC, it might also serve as predicates for other systems if
  • 1:10:46
there are certain paths chosen within the dialogue tree. It might unlock different
  • 1:10:56
side arcs and storylines that other players may not experience. The dialogue
  • 1:11:05
trees are not meaningless. They're meant to provide gameplay related context.

Will Players Be Able to Wield Blood Magic?

  • 1:11:14
So in the last developer live stream, you had mentioned blood magic is an illegal
  • 1:11:19
magic which has us curious. So we've seen elemental and arcane forms of magic,
  • 1:11:24
but will players be able to wield blood magic? What are the different schools of
  • 1:11:28
magic you are considering for the game? Well, so first when we say that blood
  • 1:11:36
magic is illegal, right? We're talking about in the context of a normal
  • 1:11:42
everyday player who's a citizen of Vera having come from Sanctus, you are
  • 1:11:47
adhering to the local laws and guidance from nation governments and or node
  • 1:11:56
governments, right? To be a good upstanding citizen of Vera, you adhere to
  • 1:12:02
these laws. The ability to wield blood magic might be seen in some storylines,
  • 1:12:13
we'll see, that is left to the players to experience and discover. Those types
  • 1:12:21
of choices might have ramifications on your character and or ramifications
  • 1:12:28
within storylines. There are a lot of different schools of magic. In fact,
  • 1:12:36
we haven't released our style guide for VFX and whatnot, but when we talk about
  • 1:12:42
how do we create a blood corruption setting? Well, what is the associated
  • 1:12:48
colors? What's the shape language of blood magic? This flowing river, you saw
  • 1:12:55
some of them in the VFX of the zone and in Carfin, you saw the mist in the
  • 1:13:01
deep red saturation. Each of the environments and the magics and what we
  • 1:13:09
create has an associated style guide that includes color wheels and palettes
  • 1:13:15
across different influences, whether it be transformation, summoning magic,
  • 1:13:24
arcane magic, elemental magic, blood corruption, regular corruption, chaos.
  • 1:13:33
There's a whole bunch of influences that exist across the player abilities,
  • 1:13:38
but also across the environments and the POIs and unique to each of the cultures
  • 1:13:44
that require defined style guides associated with them. We have a lot of
  • 1:13:51
different schools of magic that we have in the game. Whether players will be
  • 1:13:59
able to wield blood magic is up to the different storylines you all explore.

Do You Plan on Introducing All Primary Archetypes Before Adding Any Secondary Archetype Systems?

  • 1:14:05
Going back to Alpha 2, do you plan on introducing all of the primary
  • 1:14:10
archetypes before adding the secondary archetype systems into the test?
  • 1:14:15
Additionally, once the secondary archetype system is added, will you want
  • 1:14:19
to test it with only a few classes at a time or release all classes available
  • 1:14:24
at the point in development? So we may release some limited scope of the
  • 1:14:30
secondary archetype selection in the augmentation system without having all
  • 1:14:35
of the base archetypes released in order to test some things. In addition,
  • 1:14:40
it's more than likely that we'll be releasing secondary selections one at a
  • 1:14:46
time or a few at a time, as opposed to waiting until all are kind of ready
  • 1:14:50
to be released for testing so that we can collect appropriate information
  • 1:14:57
from play testers in as fast a setting as possible.

Metagaming Node Concerns

  • 1:15:06
Do you have any concerns on players eventually discovering a meta server
  • 1:15:11
build with nodes due to players heading to specific nodes and regions because
  • 1:15:14
they find that content more enjoyable? And if so, how would you go about
  • 1:15:18
getting players to shift around the world to break up the meta?
  • 1:15:22
Yeah, I'm not too concerned about that, to be honest, because
  • 1:15:25
the way that we facilitate the world kind of taking into account player
  • 1:15:34
activity to manifest different story arcs and or world states is based off
  • 1:15:42
of population, start location, heat mapping of player movement and activity.
  • 1:15:48
A lot of that stuff is built in a way that almost ensures very different
  • 1:15:57
outcomes from a world state perspective across different servers.
  • 1:16:02
Now, if players had a concerted effort in order to elicit similar world
  • 1:16:11
building achievements, it might be possible for them to do that.
  • 1:16:16
It might be possible for them to do so in very bespoke areas like standing
  • 1:16:21
up a node in a particular zone. But that's the first level of interaction
  • 1:16:27
when it comes to deciding what content trickles out of these POIs,
  • 1:16:33
what supporting structures in the world change the zones.
  • 1:16:39
It's not just one level deep. When that node gets manifest,
  • 1:16:43
it has a relationship based with other nodes. Some of those relationships
  • 1:16:49
get told through the VASL system, some get told through reputation,
  • 1:16:52
some get told through particular initiatives that a node might undertake.
  • 1:16:59
And not everything that happens in the world is predicated on a node
  • 1:17:03
reaching a certain level. That's one predicate system.
  • 1:17:07
There's a whole bunch of predicates that are sprinkled throughout different
  • 1:17:12
layers of content and that need to be achieved in order to elicit
  • 1:17:18
a response from the server or from the server world manager.
  • 1:17:22
So, I'm not too concerned with reaching a quote unquote meta across servers.
  • 1:17:29
I think it's going to be possible and expected that players in certain areas
  • 1:17:34
will yield similar outcomes to things. And that's okay. That's cool.
  • 1:17:38
I think it's interesting if players have a concerted effort across server
  • 1:17:41
to interact with one another, learn from their actions, mistakes, successes,
  • 1:17:46
and effectuate that on the server they're on. That's interesting.
  • 1:17:50
But I don't believe we'll see a metaphor. I think that the intricacies are too great
  • 1:17:55
when it comes to how predicates are formed in order to elicit world state changes.

True Natives of Verra

  • 1:18:02
So, we haven't talked about the Tonar, sorry, Tolnar recently.
  • 1:18:06
The Tonar!
  • 1:18:07
Who do you consider to be the true natives or traditional people of Vera?
  • 1:18:11
Could we be seen as foreigners trying to colonize Vera or would the Tonar view us differently than that?
  • 1:18:22
How do I want to say this? So, I think when we talk about the Tonar and we're talking about
  • 1:18:31
how will the Tonar perceive their ancestors, the children's children's children of their ancestors
  • 1:18:42
returning back to Vera, I think majority of the disposition is going to be
  • 1:18:52
these are the descendants of those responsible for the tragedy that befell.
  • 1:18:56
Our world. And so that is one way to look at it.
  • 1:19:04
And I think that you'll see a disparity between the younger Tonar and the older Tonar
  • 1:19:12
and their reception to those who are coming new. I think that's normal. I think that's expected.
  • 1:19:22
I think that creates an interesting tension. And I think that is a nice contextualization
  • 1:19:30
to some of the stories that might be told and interfacing between the Tonar cultures
  • 1:19:34
and those of the returning descendants.
  • 1:19:41
How advanced is it going to be? How advanced is going to be the system of hiring and customizing

Hiring and Customizing Labors On Your Freehold

  • 1:19:48
laborers on your freehold?
  • 1:19:55
Relatively advanced. I think there's a few paths that you can take when it comes to training up
  • 1:20:01
those types of NPC aids. What things that they can do. I think there's going to be different tiers
  • 1:20:10
and costs associated with higher level assistance on the freehold. But the same is true for
  • 1:20:20
mercenaries that nodes can hire or castles can place with regards to sieges and or wars and or
  • 1:20:27
events. Like you have a very base functioning level of mercenaries with set of equipment and
  • 1:20:34
skill rotations and behavior trees that are possible at a fundamental level. And then as you
  • 1:20:40
upgrade the nodes barracks, as you might upgrade, you might achieve certain relics that you gain
  • 1:20:50
or enact certain policies that allow you to dial up the stats of those mercenaries. The same thing
  • 1:20:56
is true for the NPCs that can exist on freeholds, except those might be more predicated to
  • 1:21:03
service buildings that relate to artisanship. And that might be one of the reasons why it's
  • 1:21:09
beneficial to own a freehold in one particular node versus another is based off of what amenities
  • 1:21:17
are now available to your freehold as a result of that node selection. Hopefully that answers
  • 1:21:24
the question. I think we have time. Let's do one more question from each of you.
  • 1:21:29
All right. Nice. You spoke in the last stream about how eventually Intrepid would hold off on

Will You Use Unreal Engine 5.2?

  • 1:21:37
Unreal Engine updates until post-launch, but didn't state if you're considering to upgrade to 5.2.
  • 1:21:44
Is that something you're planning on doing? And if so, what features from it are you planning
  • 1:21:48
on utilizing? Yeah, absolutely. You know, we're nowhere near close to stopping our continued
  • 1:21:55
updates with Epic with Unreal. So 5.2 is on the radar. We might even skip, we might wait to do,
  • 1:22:05
you know, based off of the next iteration 5.21 or 5.3. It just kind of depends. We have a technical
  • 1:22:12
team that evaluates what's on the horizon with updates from Epic on Unreal, and we kind of make
  • 1:22:20
that decision based off of the team's needs for particular features that might be being released
  • 1:22:26
in the future. But usually we want to give Epic the opportunity to release the first version of
  • 1:22:31
a particular major update and then go with the 0.1 version of that, just from a safekeeping
  • 1:22:39
perspective. All right. So are there any mechanics or systems that you wanted to add to the game but

Have Any Mechanics or Systems Been Cut From The Game?

  • 1:22:47
haven't because you wanted to ensure that your development schedule stays on track? And if so,
  • 1:22:52
what are they? Oh, yeah. What are they? There's a lot. We, you know, generally when we're doing our
  • 1:23:01
internal meetings and reviews and a great idea comes up, you know, we throw it in the backlog
  • 1:23:07
post-launch. That's kind of our, generally our MO when it comes to great ideas. I mean, because,
  • 1:23:16
you know, the reality is as we continue to go through features, we develop those features,
  • 1:23:21
we test those features and iterate on those features, a lot of new ideas and opportunities
  • 1:23:26
come about for the team to think about, well, wouldn't it be great if this feature actually did
  • 1:23:31
this and interacted with another feature over here that did this. And so we're trying to make
  • 1:23:36
sure that another feature over here did this. And in some situations, we'll evaluate and determine
  • 1:23:42
whether or not, you know, that type of interaction is really necessary to demonstrate what the core
  • 1:23:47
loop of a particular system might be trying to demonstrate and we'll make the changes necessary.
  • 1:23:53
But in the majority of cases, we try to stay cognizant of, hey, here is our MVP necessary
  • 1:24:01
list of core integrated systems in order to achieve the identity of the game that we're
  • 1:24:05
in the core gameplay loops that we want players to experience. And we work towards that end from a
  • 1:24:11
launch perspective and anything that's added that sounds good, or we want to incorporate,
  • 1:24:16
we throw it into the expansion bucket, right? There's an opportunity for us to, you know,
  • 1:24:21
we need stuff obviously for us to expand upon and for us to continue development post-launch.
  • 1:24:25
So that's generally our MO with regards to new ideas and stuff.
  • 1:24:36
Okay. Given that you said that these story arcs are kind of like a module that get placed into

Will There Be an Ashes Of Creation Themed TTRPG?

  • 1:24:46
the world, do you plan to sell or release your Ashes of Creation themed TTRPG module for other
  • 1:24:51
DMs to use? You know, there's a lot of things I want to do when we launch Ashes. One is, of course,
  • 1:25:04
a module that's set in the world of Ashes of Creation. Yes, I would love to release a throwback
  • 1:25:10
to the original campaign. It's very different from where Ashes of Creation is today. But I think
  • 1:25:19
it's, there's a lot of overlap between gamers who enjoy tabletop RPGs and MMOs and, you know,
  • 1:25:30
one of the benefits of telling a story through different venues, mediums and
  • 1:25:35
systems is that you reach a broader audience because not all of us like the same things.
  • 1:25:42
And I think the story of Ashes is a rich one. And because of that, telling it through
  • 1:25:48
multiple mediums is definitely a desire. From a board game perspective, I'm a huge board game
  • 1:25:55
nerd. I love playing board games. A lot of us at the office do. I would love to tell the story
  • 1:26:01
of Ashes through a board game as well. I would love to tell the story of Ashes through a RTS.
  • 1:26:07
I would love to tell it through film and television. There's a lot of ways I think that
  • 1:26:12
the story can be told. It doesn't all have to be focused around the return to Vera. There's a lot
  • 1:26:18
of different opportunities across the many thousands of years of timeline that Vera's
  • 1:26:23
existed that we can tell the story and even other aspects of that. So, yeah. Yeah. To answer your
  • 1:26:31
question, the desire is a yes post our flagship product launch, which is the MMO.
  • 1:26:40
All right. How exactly does the Constellation system work? You stated that it'll be very

How Exactly Does The Constellation System Work?

  • 1:26:46
relevant to the system, such as narrative, empowering abilities and items, and gathering
  • 1:26:50
relics. But how do they tie into these systems exactly? So the Constellation system is another
  • 1:26:59
predicate system. And when I say it's a predicate system, it means that certain conditions will yield
  • 1:27:11
certain Constellations being available to pursue, discover and achieve. And they span the realm of
  • 1:27:20
interfacing across adventuring level, artisanship, node, relics, policies. There's a lot of different
  • 1:27:30
things that Constellations can touch because at its essence, it is a predicate system.
  • 1:27:36
Now, once players have achieved identifying a certain location that yields a Constellation,
  • 1:27:45
and they've checked off that box, okay, I have achieved this thing, it can serve its purpose for
  • 1:27:51
kicking off a new storyline for that individual, kicking off a new storyline for that individual's
  • 1:27:57
micro communities or pseudo factions, if necessary, right? It can serve as a broader kickoff. One
  • 1:28:03
person's discovers it, three, four or 500 people get to participate now in it. That's an opportunity.
  • 1:28:10
It can yield the location of an achievable world relic that can be brought back home to a particular
  • 1:28:17
node. You know, there's, there's a lot of different things that are possible in order to see the
  • 1:28:24
Constellation and to actually achieve that, it could be just as simple as looking at your character's
  • 1:28:32
viewport into the night sky at a certain location at a certain time. It could be far more in depth,
  • 1:28:38
which is killing a certain raid boss for a particular number of times until it drops a
  • 1:28:44
particular item that yields a map that sends you to a location that sends as a, like, there's a lot
  • 1:28:49
of different layers that can get added on how do we manifest a particular Constellation.
  • 1:28:56
The intent here is to provide an immersive system that keeps the player in the world and allows
  • 1:29:04
their in-world movement and interactions and immersiveness to yield a result that's unique.
  • 1:29:12
And that, I think, is a fun and compelling interaction, especially as it relates to adventuring.
  • 1:29:23
I, was that our last question?
  • 1:29:27
Oh, we have one more. We have one final question.
  • 1:29:30
What do we got?
  • 1:29:39
I apologize. I had a technical issue there. So as it stands, final question, what is the biggest
  • 1:29:45
obstacle preventing Intrepid Studios from being ready to begin Alpha 2 testing?

Biggest Obstacle to Overcome Before Alpha 2

  • 1:29:51
The biggest obstacle.
  • 1:29:56
I think right now it's content production.
  • 1:29:57
I think our obstacle is the sheer size and complexity of our systems, of course.
  • 1:30:06
The necessary time for our teams to complete the content to fill those systems so that the data
  • 1:30:14
that we collect from play testing those particular loops is compelling and indicative of accurate
  • 1:30:23
player responses and player activity. So there is a certain level to which the Alpha 2 client
  • 1:30:31
and world and experience must be brought in order for us to facilitate the accurate collection of
  • 1:30:37
data that we can then inform decisions based off of. And that is a moving point. Right now,
  • 1:30:47
we have on paper and our production schedule of what that needs to be. But as we approach the end
  • 1:30:54
of milestones and or sprints and we do our inspect, review, reflect process, we get to
  • 1:31:01
re-articulate where that point lives because each of those is a touch point. So, look, we're
  • 1:31:10
building a massive MMO. Massive. To the likes of which I'm not sure have been done in a fantasy
  • 1:31:19
setting before at launch. Now, we have brought aboard a phenomenal team, incredibly talented.
  • 1:31:31
We are doing it in a way that I think is right with the transparency and the
  • 1:31:37
connectivity to the community and the opportunity for people to watch the development of it.
  • 1:31:43
And the truth of the matter is that all of us want to play the game. All of us want to play Ashes.
  • 1:31:52
Even if it's just Alpha 2. So, you know, our focus is to continue down the path of production
  • 1:32:03
and completing what's necessary for us to have a successful Alpha 2 test. And nothing can be said
  • 1:32:13
or done to hasten that process in a manner that is not already conducive to how we are approaching
  • 1:32:20
production towards Alpha 2 already. So, with that in mind, you know, patience is key. Spending the
  • 1:32:30
time necessary is always going to be a good yield on investment. And I think that being a part of the
  • 1:32:39
journey is beneficial both to the project and to you guys as players. But ultimately, our focus
  • 1:32:46
will remain on the obstacle of producing the necessary content for us to achieve a meaningful
  • 1:32:52
test period with Alpha 2. Yay, we did it! Thank you. And content plug. I like the typing.

Outro & Content Creator Plugs

  • 1:33:09
Guys, is that Margaret in the back? I like that. That's cool. Guys, I want to thank each of you for
  • 1:33:16
joining me today. Obviously, you guys represent a very core audience section of the Ashes of Creation
  • 1:33:23
community. People have been following the project for a long time. Hopefully, the questions that you
  • 1:33:32
asked today, I think, successfully scratched some of the outstanding itches that the community has
  • 1:33:39
with regards to systems design and the project that they're working on. And I think that's
  • 1:33:44
pretty important. So, as you're all familiar with, the system design and the project and development
  • 1:33:51
as a whole, I always enjoy chatting with fellow MMO lovers and members of our community, of course,
  • 1:33:59
about sometimes I can get a little overly passionate. Apologize about that as well. But,
  • 1:34:03
you know, I always enjoy having these conversations. But I'd love each of you guys to just kind of give
  • 1:34:10
a little bit of a shout out to you guys and your communities. And, yeah.
  • 1:34:18
I'm Chibi Bree. I'm from the Golden Feather Tavern. And you can find us anywhere slash TGF Tavern.
  • 1:34:25
So, Twitch, YouTube, etc. And you can find me over on YouTube at youtube.com slash RichieSH.
  • 1:34:33
And to catch up with myself or any of the Pathfinders, just go to ashesHQ.com or
  • 1:34:41
the corresponding YouTube where the Pathfinder podcast is at. Or you can catch me on my own
  • 1:34:45
channel on YouTube, not YouTube, but Twitch, which is just some work. So.
  • 1:34:51
Awesome. Well, from everybody here that joined me today and all of you out in the audience,
  • 1:34:57
thank you very much for coming and being a part of this. We love and appreciate our community at
  • 1:35:02
Ashes of Creation and your guys' participation makes this game a better game. So with that being
  • 1:35:07
said, we will see you again at the end of this month when we showcase the new Mage update.
  • 1:35:15
And until then, I wish you guys the most amazing April and we will chat with you all soon.
  • 1:35:20
Bye, everyone. Bye.
  • 1:35:23
Bye y'all.
  • 00:00
Hello everyone and welcome to a bonus stream in April. We have a really cool show today.
  • 00:24
You know, for those of you who've been a part of the community for a while now, you know
  • 00:28
that on a yearly basis we kind of interact with different content creators who have been
  • 00:33
with the Ashes of Creation community for a while now. And I am joined by three of our
  • 00:38
very amazing content creators and they also manage their own communities who are very
  • 00:45
excited for Ashes of Creation and they've compiled a really cool list of questions that
  • 00:49
I'm excited to answer with them today. I have not previewed these questions so I heard that
  • 00:56
some of them might be fun and some of them might be a little spicy. We'll see. But I
  • 01:03
would love to go around with each of you and have you guys introduce yourselves and your
  • 01:08
channels and your community and just kind of give a little introduction. Why don't we
  • 01:12
start with you, Simurg?
  • 01:13
Oh yeah, so my name is Simurg and I am the host of the Ashes Pathfinders podcast and
  • 01:22
we're on the community site AshesHQ.com. So that's pretty much where you can find us doing
  • 01:27
our thing pretty regularly. We're pretty stoked about Ashes.
  • 01:29
Yeah, I jump on and I listen to your guys' podcasts every now and then that you have
  • 01:34
with some of the guests and also when you do the reviews of the live streams and stuff,
  • 01:40
you have a very active community and I love to see the questions and the banter and the
  • 01:43
kind of go back and forth and whatnot. We also have with us Mr. Richie S.H. How you
  • 01:50
doing, buddy?
  • 01:51
I'm doing good. How are you?
  • 01:52
Very good. Tell us a little bit about yourself and your channel.
  • 01:56
My channel is Richie S.H. over on YouTube. I cover all sorts of Ashes of Creation news.
  • 02:02
I cover tweets, Discord chat, all sorts of things to get every bit of information we
  • 02:09
possibly can.
  • 02:11
Every little piece of morsel possible. And then we also have a regular, our amazing,
  • 02:20
our one and only Chibi. How you doing?
  • 02:23
I'm doing pretty well. Thank you so much. I hope you're doing well also.
  • 02:27
I was getting sick last week during the live stream. Actually, I got sick that Thursday
  • 02:35
and I am almost out the other side. This one was a doozy. It was definitely a rough one,
  • 02:44
but I'm feeling much better today and I'm excited to be here with you. Tell us a little
  • 02:47
bit about your channel and what you do with Ashes.
  • 02:53
I am a co-host of The Golden Feather, which is a community-based interview and opinion
  • 03:00
podcast where we usually get to know our guests and also get to know the community's opinions
  • 03:06
on topics that the community is generally talking about. I have some of my questions
  • 03:12
are in that style.
  • 03:13
Very cool. Well, I love the opportunity to sit down with members of the community, especially
  • 03:20
you guys who have been following Ashes for such a long time. Obviously, there are different
  • 03:26
tiers of content creators who follow Ashes on and off, bring updates to their communities.
  • 03:32
But you guys have been following for a very long time. You're very core central members
  • 03:36
of the community and you represent, I think, a cross section of followers and fans who
  • 03:41
have been relatively up to date with what the game is intending to be, the philosophy
  • 03:47
of our designs, and been here from the very beginning. It's always good because when we
  • 03:54
do live streams or other types of quote-unquote marketing events where I might do interviews
  • 04:02
with content creators and whatnot, sometimes those are done within the context of the new
  • 04:06
audience. Who might we be speaking to that has never heard of Ashes before? But today,
  • 04:13
I think we're going to be a little bit different there. We're going to be speaking to more
  • 04:17
of our core audience with the types of questions that you guys want to ask. Those of you who
  • 04:23
have been following the project for a long time and have been through the journey with
  • 04:27
us of what it's come to be to make this game. That's always exciting for me. I apologize,
  • 04:33
I have a cough drop, so I don't cough too much. That might be why I'm sounding a little
  • 04:41
bit strange. But with that being said, how have you guys been doing? How'd you guys enjoy
  • 04:47
the last update?
  • 04:50
I loved it. I thought it was great seeing the story arc starting to come together. It's
  • 04:54
pretty cool.
  • 04:55
Yeah, it was something that we haven't really shown before. Obviously, we've talked a lot
  • 04:59
about since the beginning of time for Ashes back in 2017 about a changing world and whatnot.
  • 05:05
But I don't think people really had the opportunity to have seen what systems are associated with
  • 05:12
that. They got a little bit of a touch on it with the weathers and seasons. And now
  • 05:15
they get to see that both from a story arc perspective, as well as how we intend to facilitate
  • 05:21
those story arcs across the world. I thought it was cool. I love seeing the transition
  • 05:27
to that zone over into the Blood is Due story arc. I thought it was super cool. And Carfin
  • 05:34
is such a giant tower. One of my favorite things that I enjoyed in previous MMOs was
  • 05:40
these tall vertical dungeons. In Lineage, they had a really cool one called Krumah Tower
  • 05:46
that you got when you were level 40-ish and Tower of Insolence that you got when you were
  • 05:51
a little bit endgame. And I really always enjoyed going through those towers and the
  • 05:57
different rooms of that dungeon competing and fighting for where I could hunt or where
  • 06:03
I might get PK'd or get trained a bunch of mobs on. I don't know if you guys ever had
  • 06:08
that experience in your MMO play.
  • 06:10
Yeah, definitely watched you have that a lot on the livestreams.
  • 06:15
Yeah.
  • 06:16
Yeah, it was super cool. Well, let us get to some of your questions. I am super excited
  • 06:25
to just... And just for you guys who are tuning in, this is going to be a Q&A primarily. We're
  • 06:30
going to just shoot the poop, so to speak, and talk a little bit about Ashes and some
  • 06:39
of the questions that the communities have expressed to these guys. So what do you guys
  • 06:43
got for me?
  • 06:46
My first question, and as I mentioned, this is going to reflect our TGF Tavern podcast
  • 06:52
theme. So my first question is a little bit of an icebreaker. What are the most challenging
  • 06:58
and most enjoyable things you have found about running the studio? With these in mind, what
  • 07:03
is your biggest lesson learned throughout the process?
  • 07:06
What have been the most challenging and exciting things I've experienced in running the studio?
  • 07:12
Well, that is a big question. For those of you who don't know my history, I started Intrepid
  • 07:19
with my husband, John, back in 2016, really. It was when we hired our first employees,
  • 07:29
I think it was John Arilano and Keith Kovac. It was December of 2015. And it really came
  • 07:42
from a point of me as a player. I was kind of upset with the state of MMOs, and I've
  • 07:52
been a huge MMO fan for a very long time. I played a lot of MMOs. And we had an opportunity
  • 07:59
with some of the talent here in San Diego from formerly Sony Online Entertainment and
  • 08:05
some great MMO franchises that were built to attract an audience of developers who were
  • 08:13
going to be interested in building the next best MMO possible. And I didn't know much
  • 08:20
about development at the time. I knew a lot about designs and systems because I had run
  • 08:26
my own campaigns in D&D and Pathfinder. And that's what Ashes of Creation is predicated
  • 08:31
on with what it's built off of, is off of that campaign and Pathfinder. And so I had
  • 08:38
a very kind of understanding design-wise of these systems that I've experienced and were
  • 08:43
inspired from in other MMOs that I have played in. And I thought, how cool it would be to
  • 08:49
integrate those systems into a comprehensive and cohesive design theory around risk versus
  • 08:54
reward and not everybody's a winner and a little bit more of a throwback to more old
  • 09:00
school design feel and whatnot. So for me, starting in studio was a firehose of information,
  • 09:09
of learning. The first couple of years just sitting very closely with each of my lead
  • 09:16
developers and digesting as much as possible from their experiences in previous companies
  • 09:23
and previous projects. And that was a very difficult task to learn as much as I did in
  • 09:31
such a short period of time and still to continue learning that. What I would say the most fun
  • 09:37
aspect of having led an MMO studio now for the last over six years has been to watch
  • 09:46
the team grow and change. It's a very different feeling when you're a group of half-done
  • 09:53
to a dozen people, growing to a couple dozen people, growing to dozens of people, growing
  • 10:00
to 150 plus people. That experience, these different thresholds of studio size while
  • 10:11
maintaining the culture of what Intrepid is, which is a place for gamers to build games
  • 10:17
that they love, that has been a really rewarding experience to see the connections, to see
  • 10:25
the friendships formed, to see the bonds created, to see the camaraderie, the collective desire
  • 10:32
and motivation to create something that stands the test of time, that makes your audience
  • 10:37
proud, that makes you yourself want to play the game. That is something that is a sight
  • 10:43
to behold. The second most exciting thing I think for me has always been the opportunity
  • 10:49
to interface and talk to other gamers, people who are excited. I get a taste of this on
  • 10:56
a Reddit, I get a taste of this on the forums or through different YouTube channels and
  • 11:00
Twitter and Discord. A large portion of my initial environment and how I talked to players
  • 11:06
was through Discord. But I think that the pinnacle of that experience was going to PAXs
  • 11:13
and having an opportunity to sit down and hear directly from the player what's inspirational
  • 11:20
about Ashes, what is the core philosophy that speaks to you as a gamer. Each person is different
  • 11:26
what speaks to them, because we're all eclectic and have our own backgrounds and pasts and
  • 11:30
experiences that we want to relive and the nostalgia that we want to experience again.
  • 11:38
Just kind of finding what that common ground is between us as gamers. That was fun to experience
  • 11:46
and see people with just literal excitement and opportunity to kind of chat with them,
  • 11:52
play magic with them, play board games and hang out after the events. That was a super
  • 11:57
fun thing for me. What has been the most challenging? Obviously the most challenging thing for me
  • 12:04
was learning everything I needed to learn in a very short period of time and then continuing
  • 12:08
to learn and evolve from there. If I were to give another answer on the challenging
  • 12:12
aspect from a development perspective, it's integrating, I feel, this transparent process
  • 12:20
with the creative and development side of a project. Typically what people don't see
  • 12:28
what it takes to build these types of games. It's ugly, it's hard, it's iterative, it takes
  • 12:37
so much imagination to look at what you're seeing in a functional setting and imagine
  • 12:43
it in a testable and then eventually polished and shippable setting. That is a logical leap
  • 12:51
of creativity that it takes to get from this has no VFX, this has no sound design, this
  • 12:56
has no polished animation, this has nothing. I'm not talking about what you guys see because
  • 13:00
we take that up to close to a shippable quality. But when you see it in a very bare bones setting,
  • 13:13
it can be difficult. It can be challenging to imagine it in its next step of iteration
  • 13:19
and work. And then have to make decisions based off of that. It's a challenging thing
  • 13:29
to do but very rewarding as well. Sorry, that was a long-winded answer to your question.
  • 13:35
All right. My first question is, which zones can we expect to see in Alpha 2 and how many
  • 13:43
of them are in a comparable state to the Riverlands and how far along in development they are?
  • 13:49
That's a big question. We have a lot of zones that are planned for Alpha 2. Not all of them
  • 13:55
will be online by the time Alpha 2 launches but they will be continuously integrated and
  • 14:04
launched as part of Alpha 2 continuing forward. The big areas obviously are the Riverlands,
  • 14:12
the Badlands, the San Squall Desert, the tropics, the forest areas, some of the tabletop mountains
  • 14:22
and the tundra and ice areas. And then we want to obviously have the loops around our
  • 14:31
naval zones partly represented. I apologize for coughing guys. Or as some called our last
  • 14:39
week's preview, the Tower of Coffin. I know that was good. But yeah, so there's a lot
  • 14:47
of areas that are planned. When we talk about level of completion, what goes into really
  • 14:52
making a particular zone? Obviously, there's the terrain, there's the foliage, there's
  • 14:59
setting up small points of interest, medium points of interest, large points of interest.
  • 15:04
There's connecting the quest hubs into those points of interest. They're setting up the
  • 15:07
nodes within those localities. There's the overland population, the spawner work that
  • 15:11
needs to be set up, narrative and storylines and how they connect outside of that particular
  • 15:17
zone. There's the resource tables and materials. There's a lot that really goes into that.
  • 15:25
As we accomplish setting up each of these zones incrementally, different parts of the
  • 15:32
team come and touch the zones at different points in the pipeline. So first, environment
  • 15:38
kind of gets in there and they set up the terrain and kind of the block out for all
  • 15:42
of the level design across that particular zone in conjunction with the level design
  • 15:47
team who's been and Jason and Jeremy kind of work with them on that front. And then
  • 15:54
once those kind of areas are set up and the POIs get blocked out, that's when narrative
  • 16:00
teams start assigning quest locations, quest markers and setting those up while nodes is
  • 16:07
kind of setting up the base node areas as well. So it depends on the zone, where it's
  • 16:15
at from a level of completion standpoint and who's kind of touched it. It would be a long
  • 16:20
list to kind of run down and go through each of those. But I would say generally when we
  • 16:25
talk about in preparation for Alpha 2, we bring the zones that are intended to launch
  • 16:30
with somewhere between like a 60 to 70% completion perspective before it's ready for an Alpha
  • 16:36
2. And then that's where you would expect players to kind of participate in those zones
  • 16:40
during Alpha 2.
  • 16:41
Cool. So this one's going to be related to lore. Could you elaborate on how the soul
  • 16:48
as a conduit may tie into other realms or planes? Again, assuming those are actually
  • 16:54
different things or possibly even the avatars of the gods, which you've previously mentioned.
  • 16:58
Oh, I need to be careful on this one. And I don't know how much I've gone into this
  • 17:06
in the past and how much is revealing maybe too much right now. But okay. So to understand
  • 17:17
what the mortal coil is, what we call the mortal coil, there is some base metaphysical
  • 17:26
understanding that's required of kind of the universe of Ashes of Creation or quote unquote
  • 17:33
universes, I suppose. And at the crux of each is this concept of the flow of essence, the
  • 17:41
river of essence we might call it. And essence is really all that can come to be comes from
  • 17:48
in some way, shape or form the essence. And in the original kind of Ashes of Creation
  • 17:56
Pathfinder campaign that I had built long ago, I'll just kind of talk a little bit to
  • 18:01
that and let you guys discover what may have changed in Ashes of Creation. But in that
  • 18:07
sense there was very much this concept of planar locations or different planes that
  • 18:13
existed within the universe. Some things existed on the material plane, some things existed
  • 18:19
on the ethereal plane, on the celestial plane. There are a number of planes that kind of
  • 18:24
exist. And essence flows like a river through each of the planes. And the higher up you
  • 18:32
go in these planes, the closer to the source of the essence you really are. And that's
  • 18:38
where you can see stronger manifestations of the magical aspects of the essence. Now,
  • 18:47
I'm sorry, let me make sure I'm touching on the right point of the question. Can you re-ask
  • 18:54
the question just one more time for me?
  • 18:55
Sure.
  • 18:56
Oh, I see it actually on the screen. Okay, sorry. No, elaborate more of how the soul,
  • 19:00
okay, got it. So when the divine races were created by the pantheon of gods, they were
  • 19:10
created for a particular purpose. And the purpose they were created for was to observe
  • 19:16
how these mortal beings would interface with a substance like the essence. And obviously
  • 19:24
one of the great differentiators between mortal divine races and the gods is that aspect of
  • 19:31
mortality. And one of the ways that the divine races were created in order to interact with
  • 19:36
the essence was through the use of a mortal coil. And that mortal coil was malleable.
  • 19:42
Your soul was malleable. It could change to adopt a greater connection with the essence
  • 19:52
around one particular school of magic perhaps or one type of magic that you might use essence
  • 19:57
for. And the more you experienced that, the more adept you became with utilizing that
  • 20:04
magic. And that's because your coil would start to mold itself to best facilitate that
  • 20:10
flow of essence, whatever school of magic you were manipulating with it, right? And
  • 20:17
so in that sense, when you have the story of the original ancients, the predecessor
  • 20:23
race to the divine races, their coil began to warp and change to best facilitate essence
  • 20:32
through the use of corruption and corrupt magic because it was in their story, in their
  • 20:37
history that they learned the most powerful use or at least what they believed was the
  • 20:42
most powerful use of essence was through corrupt magic. And that's what allured them towards
  • 20:48
it. So to give you better context about why that conduit is so important is as your base
  • 20:56
character, as your core archetype continually learns and manifests things in the world of
  • 21:02
era through the use of the essence, it will continue to shape and change its conduit towards
  • 21:08
that purpose. Now, how does the soul act as a conduit to the other races, to the other
  • 21:17
realms? Remember, that essence is like a river that flows through the plains. And when it
  • 21:22
touches mortal coils that use it in a certain way, it has reverberations throughout the
  • 21:28
river that is felt across the plains. And that's how important the divine races are
  • 21:34
when it comes to the war over their soul, so to speak, is what impact it has across
  • 21:40
the universe, so to speak. So hopefully that answers some of your questions. And then I
  • 21:44
see since the possible avatars of the gods, which have previously been mentioned. We've
  • 21:49
talked a little bit about them. I don't want to give them away too much because they are
  • 21:54
core characters within some of the storylines. But obviously, you know, the Phoenix is an
  • 21:59
avatar. And so that kind of gives you an example of the types of mythos and mythological creatures
  • 22:08
that we lean into to kind of represent the avatars of the gods.
  • 22:15
All right. My next question is, will the Alpha 2 map include any portion of the eastern continent?
  • 22:24
Hmm, that's eventually it will. Yes. At launch, it might not. It depends. It depends on how
  • 22:31
much progress we make towards that end. It is not required for us to begin testing. Let's
  • 22:37
just say that. And so if it makes it by the time we want to launch Alpha 2, then we will
  • 22:42
include it. Otherwise, it will be released at a later time during the Alpha 2 test.
  • 22:48
All right. Did the Underrealm size increase when you expanded the size of the world map,
  • 22:54
or is it still expected to be about 100 square kilometers?
  • 22:58
It didn't increase too much. You know, there is going to be some level of additional scope
  • 23:05
that's necessary on the Underrealm. Again, to reiterate the intent of the Underrealm,
  • 23:10
in areas where you have overland transit and movement between zones, the Underrealm is
  • 23:18
meant to provide an alternate path so that you are not creating these kind of congested
  • 23:24
environments where it is just too easy to gank, you know, someone who's moving material
  • 23:31
goods like through a caravan in a particular choke point. It's kind of offering alternative
  • 23:38
paths that can exist for players to utilize as necessary. And so in that sense, even though
  • 23:45
the size of the map grew, those choke points remained relatively similar, right? They're
  • 23:50
designed for a particular player count as a conjunction between different zones. And
  • 23:56
so the Underrealm, in order to facilitate that alternate path idea, did not have to
  • 24:03
increase in size too much.
  • 24:08
Cool. So the next question for the Pathfinders is that you've mentioned milestones a lot.
  • 24:15
Is there any chance you could elaborate on what these different milestones or goalposts
  • 24:20
are in order to provide some added transparency without promising dates?
  • 24:24
Elaborate on these different milestones or goalposts. Well, when, I mean, there's a lot
  • 24:33
that gets done in a particular milestone. To give you kind of understanding from our
  • 24:40
internal kind of production schedule perspective, milestones consist of multiple sprints worth
  • 24:48
of work, right? And these sprints are kind of small increments of time that a particular
  • 24:56
development team might work towards a goal, completing a feature or content pass that's
  • 25:04
necessary in a particular area. And so when we set up our milestones and we are kind of
  • 25:11
identifying what those particular milestone goals are, they span across the entirety of
  • 25:16
development from platform and engineering to design and concept to combat iteration
  • 25:24
and counter design through model creation and VFX and our tools adjustments and iteration
  • 25:34
and environment buildouts and everything that goes into making a game, everyone is kind
  • 25:39
of involved in this concentrated and cooperative effort to achieve a particular milestone.
  • 25:47
Now, we talk about these milestones every month that we do a live stream. You see the
  • 25:54
fruit of these milestones, whether it be in the assets that get created that we talk about
  • 26:00
or a particular feature that we want to show off its development as it's been kind of fleshed
  • 26:06
out further. So each month you guys in the community get insight into what was a part
  • 26:13
of this particular milestone. And when we talk about upcoming presentations and upcoming
  • 26:19
live streams, you're getting insight, I think, into what's part of our internal scope. Now,
  • 26:26
obviously we don't share our internal milestones because they're very fluid and subject to
  • 26:32
change. We're an agile development team, which means that between sprints, it becomes necessary
  • 26:39
for us to make pivots, for us to make priority changes as it exists within our backlog. And
  • 26:47
a lot of that is driven by desired testing we need to get done internally or when we
  • 26:55
discover undiscovered work or we develop tech debt. Like there are reasons why those milestones
  • 27:02
change the excuse me, the scope and or objectives of a particular milestone might change from
  • 27:08
sprint to sprint ever so slightly. But the goals are always what we are aiming to achieve
  • 27:15
and stay consistent. So we don't share those because it is a very agile, fluid environment
  • 27:21
where particular objectives of a milestone might be relatively fluid.
  • 27:30
And going back to the under realm, will there be larger bodies of water like oceans, lakes
  • 27:37
or rivers in the under realm? And if so, will we be able to use boats or ships to navigate
  • 27:41
them? There will absolutely be under realm lakes
  • 27:46
and rivers. Those will be locations and very important ones for unique material goods like
  • 27:54
certain types of fish that players will be able to go down and fish with. But there will
  • 27:59
not be the use of boats and vehicles within the water, water vehicles of the under realm,
  • 28:06
at least not for launch.
  • 28:08
All right. If everything goes relatively smoothly, how long are you anticipating Alpha 2 to run
  • 28:17
for? And if it goes longer than anticipated, how do you continue to keep players and the
  • 28:22
viewers interested for that long without feeling the burnout of seeing all the content?
  • 28:26
Well, Alpha 2 will not be content complete. That's the first thing. The other thing is,
  • 28:34
you know, when talking about kind of burnout, I think that's something that we adapt to
  • 28:38
during the testing period. We kind of observe how players are buying on to this particular
  • 28:45
testing that's available. If we need to consolidate that testing, if we need to wipe that testing.
  • 28:50
We talk about the length of Alpha 2. Alpha 2 is intended to exist up until launch. There's
  • 28:54
going to be different testing periods that we will be releasing either new content locations
  • 29:01
or zones or systems that we want to have players kind of focus in on. In those situations,
  • 29:08
if we're having, you know, participation drought because of the length of Alpha 2, we can set
  • 29:15
them up in a more focused setting. We can even incentivize that. We can offer unique
  • 29:21
testing to potentially new testers as well. You know, it's important to note that Alpha
  • 29:31
2 and our Alphas are not what traditional Alphas have been that many players have experienced,
  • 29:38
which are usually completed games that are being ported over or moved over into a new
  • 29:45
region for publishing purposes. And they're selling access to Alpha as a higher price
  • 29:53
point of exclusion, you know, exclusivity in order to start off that product launch
  • 29:59
with a bang in the new territory. That's what traditionally players in Western audiences
  • 30:05
are accustomed to are these Eastern ported over MMOs and their quote unquote Alphas,
  • 30:11
which are really just stress tests environments for a completed game in a server. Ours are
  • 30:16
very much traditional Alphas. And what that means is the game is not complete. The game
  • 30:23
is in a very core functionality perspective. Alpha 2 will be a bit more than that obviously
  • 30:31
than Alpha 1 was. Those of you who participated in Alpha 1 saw just the basics and core functionality
  • 30:36
of the game, you know, seeing nodes get stood up, seeing nodes collect experience and threshold
  • 30:41
and having some service buildings you could build and character progression and skills
  • 30:44
and abilities and dungeons and, you know, bosses and monsters and some basic crafting
  • 30:50
and questing like that was Alpha 1. Now that was a large environment. It was 64 plus square
  • 30:55
kilometers I think of space. But Alpha 2 is a much more fleshed out version of what Ashes
  • 31:02
of Creation is. And so in that sense, it's still important to keep in mind it is not
  • 31:08
a finished product and there's still a lot of stuff to be done. But this is an opportunity
  • 31:12
for us again to touch point with the community and say, okay, on these particular systems,
  • 31:17
on these particular content passes, on these particular gameplay features and loops like
  • 31:24
combat and whatnot, how do you want to see changes? And then we validate what those change
  • 31:29
desires are against what our intended list of deliverables already are, ensure that there's
  • 31:34
one-to-one parallelism there. And then if there are things that we didn't see, we evaluate
  • 31:38
based off of feedback from players, if we should incorporate them or iterate upon the
  • 31:43
existing designs. Hopefully that answered your question.
  • 31:49
All right. So this one's about the cosmetic store in Freeholds. When are we going to get
  • 31:56
answers on the point regarding what the cosmetic skins correlate to on Freeholds as it's been
  • 32:03
quite some time now since people have been waiting for an answer on that?
  • 32:07
Yeah. So the majority of cosmetic Freehold skins, the vast majority of them are used
  • 32:14
for the home. And to give you an example, kind of an idea of how the Freehold is partitioned,
  • 32:23
Freehold serves kind of three main purposes. The first and foremost is as a location for
  • 32:28
your home. And so because of that, a portion of the Freehold is dedicated to a home building.
  • 32:36
And you cannot fill that space with workshops and or processing stations other than to place
  • 32:44
a home there. The home offers a lot of things and the reasons why it's a core element of
  • 32:49
the Freeholds is because of storage capability, excuse me, storage capability, furniture allotment
  • 32:59
and placement. Furniture interacts very closely with processing as well as the crop rotations
  • 33:08
that exist around the particular housing building. The other portion of the Freehold is dedicated
  • 33:18
to workshops and these processing stations essentially. And processing stations are of
  • 33:24
course a necessary component of taking gatherables into usable crafted goods essentially to fulfill
  • 33:31
what recipes require in order to make items. And so the majority of cosmetics that are
  • 33:40
out there from our pre-order packages are dedicated to that Freehold housing slot. Now
  • 33:46
some are used for the workstations and it is the intent that our designs facilitate
  • 33:54
multiple applicable cosmetics skins to those workstations as well as to the house. So you'll
  • 34:01
see Freeholds that have the house applied cosmetic and some with the workstations applied.
  • 34:08
Why is it taking so long for interpretive clarification? So the unique thing about the
  • 34:14
Freehold approach and design is that there's a lot of testing that needs to be done around
  • 34:20
that. And in Alpha 2 we will have our Freeholds available to test. And while we have the designs
  • 34:30
in place for how processing interacts for gathering and how processing feeds the crafting
  • 34:38
stations, some of that stuff might change. The allotment of buildings that can be placed
  • 34:43
on the Freehold, the way that the buildings get placed on the Freehold, whether or not
  • 34:46
we even scrapped the idea of dedicating a portion of the Freehold towards the house.
  • 34:51
And because of that, because of the design limbo that's still pending our testing environment
  • 34:56
in Alpha 2, we've not wanted to kind of give definitive definition around how those cosmetics
  • 35:06
will be applied to the Freehold buildings in the event that that might change based
  • 35:10
on iteration. But to give you perspective there, it's mainly going to be focused around
  • 35:17
the Freehold house and then also having the ability to apply the skins to some of the
  • 35:22
workstations as well. There is going to be a limited allotment of how many workstations
  • 35:26
you can have stood up at any given time. There's a limited allotment of licenses that can be
  • 35:30
applied to a Freehold in order to make some of those stations reach level two, tier two
  • 35:34
and tier three. What those particularly are, we have some designs for them now, but that
  • 35:40
most likely will not survive testing and will need to be changed and adapted and iterated
  • 35:45
upon based off what the testing results provide. One other thing is that we don't really market
  • 35:54
our pre-order packages. We don't market our cosmetics. We don't spend any marketing dollars
  • 35:58
towards that end. And I want to reiterate something that I've always said in the past
  • 36:04
and will continue to say going forward. It is not necessary to pre-order Ashes of Creation.
  • 36:12
We do non-NDA testing periods. This is an opportunity where all of the community gets
  • 36:18
to see what some of the testers are experiencing in Alpha 1 and in Alpha 2. And to be perfectly
  • 36:24
honest, our testing environments are not catered or made for the enjoyment of players. It is
  • 36:29
not a game that you are purchasing when you make a pre-order into Alpha and Beta for Ashes
  • 36:34
of Creation. You are actually committing yourself to dedicating a portion of your time in testing
  • 36:41
specific loops that might not be fun in order to accurately provide us the team with information
  • 36:48
from a player invested perspective. And so in that sense, it is perfectly acceptable
  • 36:55
and desired that players who are cautious or questioning whether or not this is the
  • 37:00
game for them, some of the designs might speak to them or not, sit back and wait. You have
  • 37:04
an opportunity to watch development, to continue to opine and give your thoughts and feelings
  • 37:09
on something. And if the monetization structure of selling cosmetics is not your cup of tea,
  • 37:14
then by all means, do not participate that. There are plenty of games that are out there
  • 37:18
that do things differently. We're very upfront about how we want to operate with regards
  • 37:23
to no pay to win, no pay to convenience. Our cosmetics are available if players want to
  • 37:30
participate. They like collecting those things, that's fine. And they are part of building
  • 37:34
the world. These cosmetics get used as part of NPCs, they get used as part of unique buildings
  • 37:39
around different points of interest. They're already in line of production in order to
  • 37:44
build the world of Ashes. They're just also available as part of the cosmetic purchases
  • 37:50
as well. So hopefully that answers your question.
  • 37:56
I'm gonna actually go ahead and elaborate on the freehold. What happens if you have
  • 38:00
a freehold and a world event happens in the area? We know that some events can affect
  • 38:05
buildings, can it also affect your freehold?
  • 38:08
No. So the way that events work is there's a certain number of world conditions that
  • 38:18
can serve as predicates for whether or not an event, the event manager and the event
  • 38:23
system which Clayton has done a great amount of work on, on whether or not these predicates
  • 38:28
satisfy the requirements in order to initiate an event. And those events have objectives.
  • 38:36
Some of those objectives might be centralized at points of interest, some of the objectives
  • 38:41
might be centralized at a particular node, some of those events might be predicated on
  • 38:47
a particular objective that just randomly spawns out in the world in order to kind of
  • 38:51
create player activity and engagement and soft friction between players, right? The
  • 38:59
events do not target personal belongings, which means that your freehold is essentially
  • 39:05
a personal belonging, right? It is a certificate, a deed in which you own, in which you have
  • 39:11
constructed the necessary requirements in order to stand up any particular building on that
  • 39:17
freehold. So in that sense, we don't want to create an event that targets you. We want
  • 39:23
to create events that target, engage and incentivize your community. And there are a lot of different
  • 39:30
communities in the aspect of Ashes of Creation. Remember, we're a non-faction based game,
  • 39:35
which means we have to create a lot of micro communities. We have to create a lot of quote
  • 39:39
unquote pseudo factions. And the reason we create those pseudo factions and they're opt
  • 39:44
in like I choose which node I'm a part of, I choose what social organization I'm a part
  • 39:48
of, I choose which religion I'm a part of, I choose which dungeon I choose to go and
  • 39:52
you know, to XP at. The reason why we allow that amount of player agency is because we
  • 40:01
create complimentary systems that incentivize soft friction between those communities, right?
  • 40:07
And events is one of those systems that helps to facilitate the soft friction between communities.
  • 40:13
So we don't want to focus them on an individual player. We want to focus them on the micro
  • 40:16
communities or the pseudo factions that that player has chosen to be a part of.
  • 40:07
Right. How do you go about designing some of the more old school systems such as XP debt, minimal
  • 40:30
fast travel and open world rating that have really gone away for the most part in modern
  • 40:35
MMOs? And how do you design them to be accepted again by a new generation of gamers? And what
  • 40:55
made you decide to bring these back for ashes to begin with?
  • 40:58
into that question. How do you design some of the more old school systems? Well, when looking
  • 41:10
at the reasoning behind why some of those old systems existed, a lot of it was centralized
  • 41:16
around the idea of risk versus reward. I mean, let's take a look at the three that you name,
  • 41:24
XP debt, minimal fast travel and open world rating. Experience debt is a cost of failure. Experience
  • 41:47
debt is the cost I pay for the bad choice. Right. And if you and I think to skip well, let me just
  • 42:11
go through the two minimum fast travel. My location matters. And the time it travels
  • 42:14
matters too. And each of these minimum fast travel Patriots narrowed down and left me only
  • 42:20
with a minimum and a whole load of
  • 42:28
greater value for every hospital and every railway station in the world. And you know,
  • 42:39
one of the core fundamental philosophies as to how you design some of the more
  • 42:44
old-school systems. To answer the second part of the question, we've moved away
  • 42:49
from that modern MMOs. Modern MMOs have had a difficult time. Modern MMOs have
  • 42:56
had a difficult time because of really three main probably issues. The first and
  • 43:04
foremost is that the existing primary franchises of MMOs today, the big ones
  • 43:13
out there, the WoWs and the Final Fantasies and the Guild Wars and the PDOs,
  • 43:18
they've had a lot of time to create a social gravity well, which means that
  • 43:26
MMOs are very social environments. That's what MMOs do best. From a business
  • 43:33
perspective, that's why MMOs have long lifetime value for customers because of
  • 43:38
the retention ability for that particular MMO to keep a customer
  • 43:42
returning. And it's because of these social environments, the guild structures,
  • 43:47
the cooperative questing environments, content completion that incentivizes
  • 43:52
people to work with one another to create friends, online friendships and
  • 43:56
environments. That is not the typical genre. That is not the
  • 44:02
FIFA sporting genre. That's not the first person shooter genre as much.
  • 44:09
It is not the... You can jump into those session-based games as a
  • 44:12
solo player real easy and just kind of dip out when you're done and see your
  • 44:16
individual performance. From a MMO perspective, those existing
  • 44:22
franchises have a strong social gravity well. And so games when they launched to
  • 44:28
compete with those existing franchises, they have wanted to remove friction.
  • 44:38
Their approach philosophically to game design theory has been every time a
  • 44:44
player experiences friction, that is an opportunity for us to lose the player.
  • 44:50
And that can be a scary thought. Not that we place the emphasis or the
  • 44:55
reasoning behind why should a player emphasize the reward of success because
  • 45:02
the taste of defeat can be bitter. And so that creates an investment for the
  • 45:08
player that's more long-term. But some of the perspective of the new modern MMOs
  • 45:12
that have launched is we need to make our money back and we need to retain the
  • 45:16
user for as long as possible. Let's reduce the friction for that player and
  • 45:20
the opportunity for them to disassociate with the game at the taste of failure.
  • 45:25
And so that's been a lot of the reasoning behind why modern MMOs go more towards
  • 45:30
the realm of everyone's a winner. You get a trophy and you get a trophy.
  • 45:34
Doesn't this trophy feel great? Big hoopla and rewards and now the screen is
  • 45:39
shaking and shining and you've killed a trash monster. Now the whole world is
  • 45:44
jumping up in joy for you. That is how I feel every time I jump into a new MMO.
  • 45:50
And to be honest, it sucks ass. Excuse me. It sucks, right? It is a bad experience.
  • 45:58
Oh my gosh, should we have said ourselves to... Margaret's going to kill me.
  • 46:04
Okay, regardless, it is a trash experience. It does not feel good to be a winner
  • 46:09
every time no matter what you do. That sucks. It feels good to lose sometimes.
  • 46:18
It is the duality of that experience that makes the feel good moments actually feel
  • 46:23
good. So, some more of those. So anyways, that's a little bit of a throwback to why
  • 46:33
that sometimes I get a little bit animated. I apologize if there's anybody
  • 46:45
who's not accustomed to that language. But regardless, that is one of the reasons
  • 46:50
why I think modern MMOs moved away. A couple other reasons, of course, why is
  • 46:55
there's a lot of content that those older MMOs had had the opportunity to kind of
  • 46:59
release over the cadence of 10 years of like regular drops for new content.
  • 47:04
That is another reason. I think it's important that a new generation of MMO
  • 47:13
gamers have not had the opportunity to experience it before. Look, there is a
  • 47:20
wall of willingness to try a game based on the graphics. I'm just going to say it
  • 47:26
out loud. Graphics don't make a game. However, graphics can help attract an
  • 47:33
audience. And for younger new players who have not seen, and I think this is a
  • 47:40
standard third reason of why older MMOs don't see a lot of new player acquisition
  • 47:45
from younger generations jumping in is because their graphics just aren't up to
  • 47:51
par with some of the other games that are now being made in genres that it's
  • 47:54
much easier and faster to make new games in. Okay? An MMO lifespan to develop a
  • 48:00
product is a long time. And not a lot of studios are willing to commit to that
  • 48:06
amount of time or that money, but the reward can be oh so sweet for those
  • 48:11
studios. And I'm glad we're seeing now in today's age a little bit more of an
  • 48:15
embrace for new MMORPG development. Thank goodness we get some new life there.
  • 48:20
I think that there is going to be a golden opportunity for us as developers
  • 48:27
to define what the new golden cohort of MMO players are. And I'm going to tell
  • 48:33
you we have not seen that largest cohort yet. We have seen the golden cohort
  • 48:38
continue to age. You know now we're in our mid 30s to near 40s some of us, right?
  • 48:45
I think we're the golden cohort of that MMORPG genre. And I think that there is
  • 48:51
going to be an opportunity for an entirely new generation over the course
  • 48:56
of these next five years or so with some of the new projects that are on the
  • 49:00
horizon, Ashes of Creation, for us to come along and say hey you didn't know
  • 49:06
what a WoW launch looked like. You didn't know what a Final Fantasy launch looked
  • 49:10
like. You didn't know what other these giant you know franchises that their big
  • 49:15
launch felt like. And it was a really cool and interesting time to be at the
  • 49:19
ground floor opportunity of a new MMORPG. Especially one with next generation
  • 49:25
graphics and some intense player agency driven systems. I think that's super cool.
  • 49:29
And I think that's going to be something that's going to be a sight to behold.
  • 49:33
Apologize for the language.
  • 49:36
Margaret we got to set the setting to whatever mature. Yeah I only laughed
  • 49:45
because it resonated Steven. But moving on. For this one, wanted to address some
  • 49:51
concerns around combat becoming more action focused or builder spender. You
  • 49:56
know maybe less of a hybrid combat system. What's the current scope for the
  • 50:00
combat system that and has intrepid deviated away from its original goals
  • 50:05
with it? If so how? I wouldn't say that we've deviated. I would say that we've
  • 50:13
iterated. I would say that okay so to reiterate what the current scope for our
  • 50:22
combat system is. Is a hybrid between tab and action. And what that means is at its
  • 50:28
essence what is the difference between tab and action? Action contains a lot of
  • 50:35
player driven skill shots right? These are me reacting to the situation I'm
  • 50:44
seeing. They're landing an aimed shot or timing and predictive behavior. It's a
  • 50:53
lot of fluidity right? And mobility that's associated there. Obviously one of
  • 51:00
the staple you know components of action combat is a reticle to differentiate
  • 51:06
between the camera modes of course. Some of us have played tab targeted games
  • 51:12
that emphasize those elements as well through templated AoEs. Templated
  • 51:20
targeted AoEs right? Line attacks you know those those types of abilities
  • 51:30
exist in tab target games as well. What we're trying to do with Ashes of
  • 51:36
Creation is create a system that blends the two worlds together to a degree. And
  • 51:42
offers players the opportunity to spec into more heavily skill oriented
  • 51:47
abilities or tab targeted. Have that duality that's represented. So
  • 51:55
we've changed a little bit about how we approach that over the course of the
  • 51:59
last several years based off of player feedback. You know we did some APOC
  • 52:03
testing around like really core action combat. And we did some testing around
  • 52:14
Alpha 1. We did some split body iteration. We saw kind of player feedback there
  • 52:22
with regards to root motion attacks and whatnot. So you know right now we have a
  • 52:28
really talented strike team on the combat side that end on the encounter
  • 52:33
side. That are making significant progress I think in moving forward the
  • 52:38
combat designs around Ashes of Creation. You've seen a little bit of this in the
  • 52:43
tank demonstration. And while it's not quite there yet it is getting closer to
  • 52:49
there. And this is probably one of the most subtle driven components of
  • 52:57
development is combat. Because it's the most tactile. Because it's the most
  • 53:01
interfaced with. Because it is something you're constantly experiencing. And it's
  • 53:07
also something that a lot of different people have a lot of different thoughts
  • 53:10
on. Because there's a lot of different games out there that do combat
  • 53:13
differently. And that's okay. And that's normal. And let's take the best parts of
  • 53:17
those and incorporate them into what we want to make Ashes' combat identified
  • 53:22
around. The simple truth of the matter is this and what people should walk away
  • 53:26
from this question thinking. We will continue to iterate on combat until it
  • 53:35
is in a place that collectively we as a community can say this may not be my
  • 53:42
particular combat. But this combat is good. That is the driving force and
  • 53:48
factor behind the development of combat. And that is how we are going to continue
  • 53:52
to iterate upon it. Utilizing of course the player feedback from our community.
  • 53:57
But also keeping you guys informed and up to date as we continually iterate on
  • 54:02
combat. All right. My next question is on the character creator. When might we
  • 54:12
expect to see a new iteration of the character creator? Has the team been
  • 54:15
concentrating more on polishing the new faces in that we have already seen? Or
  • 54:22
integrating more races with a similar degree of polish? The character creator
  • 54:27
is currently scheduled in this milestone, milestone five, to get brought up to
  • 54:37
speed with the most recent additions of our races. The additional features
  • 54:46
that we're talking about with like different hairstyles and decals that can
  • 54:51
be used, those might not be worked on this milestone. They might not be
  • 54:56
worked on until next milestone. But I would say in anticipation for Alpha 2,
  • 55:01
you will expect to see that the character creator is in a usable,
  • 55:06
functional, and testable playable format for Alpha 2. It may not have all the
  • 55:11
bells and whistles of course that we want to launch with, but it is going to
  • 55:15
be a part of the Alpha 2 client that players will get to interface with. All
  • 55:22
right. How far are you willing to go in response to player feedback on core
  • 55:26
systems? For example, if there's a huge outcry at launch to have more instanced
  • 55:30
dungeons and raids, is that something you would address? Are you standing firm on
  • 55:34
the more open world aspect of it? Well, let's see here. So to first answer
  • 55:45
that question, player feedback is important. However, the identity and the
  • 55:51
vision of the game is not up for discussion. And so when we talk about
  • 55:58
the core systems, tenets, and philosophies behind what the game that we're
  • 56:03
trying to make is, we believe that the game we are trying to make resonates
  • 56:09
with a large enough section of the MMORPG player base that it is a
  • 56:14
sustainable and profitable venture for us to create that core game. Now, the
  • 56:22
ancillary systems that live around the core philosophy of Ashes of Creation, or
  • 56:27
the subtleties and what we need to do in order to make a particular system or
  • 56:31
feature better, right? That is why we interface with. That is the reason that
  • 56:36
we want to collect player feedback. The identity of the game, when you leave
  • 56:42
that up to council design, so to speak, right? That's when you start running
  • 56:48
into an identity crisis. And I think that if the objective of a particular
  • 56:54
team is to answer the call of every player, that ten times out of ten,
  • 56:58
they're going to fail. And I do not believe that that is the way that you
  • 57:02
go about creating a product. I think that you identify your golden cohort,
  • 57:07
you identify your core audience, and you say, hopefully with this sense, I am a
  • 57:12
member of that core audience. I know what that core audience desires from a
  • 57:16
10,000 foot perspective. I am going to build that, right? And you stick with it.
  • 57:22
And the moment you have voices that come from a board or that come from a, you
  • 57:27
know, an executive or that come from a monetization guy, and they say, hey, this
  • 57:34
is made a lot of money over here. Let's make some money over here, right? That is
  • 57:38
when you start running into the problems. That is when you start running into the
  • 57:44
identity crisis. And that is not up for discussion, so to speak. But as I said,
  • 57:54
the subtleties of implementation, the iterative portions of a particular
  • 57:59
feature or system, those are where player feedback matter. And I'm going to tell
  • 58:03
you, it's a difficult job parsing through feedback. It is a very difficult one.
  • 58:11
Roshan and Vaknar and Margaret and Peter, you know, they do great jobs on the
  • 58:20
community side, and not a lot of teams invest money into community teams this
  • 58:26
early on and as early as Ashes did. But it's necessary in order to distill the
  • 58:33
feedback into actionable items. Otherwise, it would be a very difficult thing.
  • 58:44
So with server quests that can only be done once and that begin certain events
  • 58:49
in the game, how will this affect future expansions if two servers don't follow
  • 58:54
the same major quest paths?
  • 58:56
That's a good question. So obviously, you know, when our story arcs have branches,
  • 59:07
and it depends kind of on the story arc itself, right? We have these major story
  • 59:12
arcs, we have minor story arcs, we have personal story arcs, stuff like that.
  • 59:17
They all tie into a metanarrative. And when we are releasing expansions, we
  • 59:27
throw back to more gross generalized ideas of a particular story arc. So for
  • 59:35
example, if little Timmy dies at the end of one particular story arc, there might
  • 59:41
be five or six different ways he could die, depending on which story arc maybe
  • 59:47
gets interfaced with or which chapter, how a particular chapter might end. But
  • 59:52
when we refer back to little Timmy dying versus living in a future expansion, we
  • 59:59
don't need to get granular in how little Timmy died, right, out of the six possible
  • 1:00:04
scenarios. We just need to say, poor little Timmy died. Isn't that sad? Right?
  • 1:00:09
So in that sense, we keep it as binary, as restricted in the number of ways that
  • 1:00:18
it can occur. But in addition, the reality is we're going to be creating new
  • 1:00:22
storylines with the future expansions, and we're going to do our best to kind of
  • 1:00:27
call back into what a particular story might have been with on a server. But the
  • 1:00:32
core aspect of these story arcs is to kind of create that unique aspect of
  • 1:00:39
player-driven storylines within a particular expansion or launch, and then
  • 1:00:45
do our best to call back to them as we release future expansions and redefine
  • 1:00:49
particularly those areas.
  • 1:00:55
My question is in regards to character level and artisan level. We know that
  • 1:00:59
currently there are two separate things. That being said, what prevents a player
  • 1:01:03
from staying level one and parting up with a level 50 player to then gather
  • 1:01:08
level 50 resources in the high zones? That way, anyone who wants to take those
  • 1:01:12
resources will have to kill the gatherer who is level one and get a large amount
  • 1:01:16
of corruption for killing a level one as a level 50.
  • 1:01:20
Well, there's a lot that goes into it. First of all, gathering higher level
  • 1:01:26
resources requires significant advancement within a particular
  • 1:01:32
profession for that gatherable resource. So if I'm a miner and I want to access
  • 1:01:37
the highest possible mineral, I need to be a master miner. And in order to
  • 1:01:43
achieve the master miner status, I am gonna be one gaining adventuring level
  • 1:01:49
experience through that process because many of those quest lines, many of those
  • 1:01:55
achievements are facilitated through quest lines. Some of those quest lines
  • 1:01:59
interface with adventuring difficulties that are out in the wild at certain
  • 1:02:04
levels. So that's going to predicate me... That's going to be a predicate for
  • 1:02:10
me to achieve a certain level in order to complete some of these quest lines
  • 1:02:14
and achieve that master status. So you will likely not see the ability of a
  • 1:02:19
level one alt character having the access to high level mineral mining or
  • 1:02:26
any other type of gatherable out there.
  • 1:02:28
That's one thing to prevent it. And then the other thing is...
  • 1:02:35
Let's see here again, higher tiers. So that's the primary method really in
  • 1:02:40
which we prevent that. Anyone who wants to take these resources who kills a
  • 1:02:44
gatherer will get a large amount of corruption. But the truth of the matter
  • 1:02:46
is, if you're killing a gatherer, it is gonna be entirely possible that a
  • 1:02:52
level 30 or 35 person might achieve the rank of master miner and be out
  • 1:02:57
in the level 50 areas mining that gatherable. And to a degree, whoever
  • 1:03:05
wants to kill them is gonna suffer the consequences of a larger amount of
  • 1:03:08
corruption gained because of the disparity in level between that
  • 1:03:11
character's adventuring level and the character who killed them. And that's
  • 1:03:14
part of the disincentivization of the corruption system. And that's part of
  • 1:03:20
the novelty of player agency within a particular system like the Artisanship
  • 1:03:25
one, where maybe my first focus as a player is to level up my master mining
  • 1:03:32
profession as quickly as possible. And that exceeds what would naturally have
  • 1:03:36
been my character level or adventuring level advancing alongside it. That's, I
  • 1:03:41
think, unique. That's, I think, interesting. That is, I think, what players
  • 1:03:45
want to have the choice to be able to do if they want to. Oh, and yes, you
  • 1:04:00
guys can't hear this, but we just heard a very lovely Margaret talking to us.
  • 1:04:03
So we were awkwardly silent there for a second. Margaret was talking to us.
  • 1:04:08
It's noon, but I'm fine with continuing this questions if you guys wanna
  • 1:04:13
keep going a little bit. Yeah, I'm down. I'm enjoying it. All right. Will there
  • 1:04:21
be any perks to leveling in all once you have a character max level to make the
  • 1:04:25
experience more convenient, such as account wide rep mounts leveling gear?
  • 1:04:29
Or will each character start from absolute scratch when you start a new
  • 1:04:32
one? Each character will start from scratch. However, with that being said,
  • 1:04:39
there are certain account based considerations that we're making, such as
  • 1:04:46
the ability to share warehouse space between alternate characters on the same
  • 1:04:57
account, the ability to utilize housing and furniture that might be in the
  • 1:05:03
housing and or workstations that might be on a freehold across characters on
  • 1:05:07
a particular account. So in that sense, there is a bit of a leg up for players
  • 1:05:13
who have achieved things on their primary character. However, at the same
  • 1:05:18
time, there should not be like experience boosters and things that kind of hasten
  • 1:05:27
the development of that particular... They could share... We are an open economy
  • 1:05:31
system. So if they wanted to give them the best gear set for each particular
  • 1:05:35
level grade, players could do that. But that I think is normal. That's what most
  • 1:05:41
alt creating characters want to kind of experience. But they'll have to go
  • 1:05:45
through and complete all the same quest lines. They'll have to complete the same
  • 1:05:47
leveling process. They will have to do what it takes to level up that particular
  • 1:05:52
alt.
  • 1:05:53
All right. So the next question that we've got is going to be regarding the
  • 1:06:08
class composition and design revolving around the Holy Trinity.
  • 1:06:15
Okay.
  • 1:06:16
Yeah. If that is the case, where does a non-healing support fall into that
  • 1:06:23
concept of design and how will players who choose that path remain relevant
  • 1:06:28
throughout the gameplay loops?
  • 1:06:30
Well, this is a bit of a throwback again design. This is a more old school idea
  • 1:06:37
of the Holy Trinity and where non-healing support classes fall into that mix.
  • 1:06:41
Generally, you see in my experience, most non-healing support classes fall into
  • 1:06:49
between the hybrid of support to tank or support to DPS, right? So they tend to
  • 1:06:54
fill a hybrid role. The bard has an opportunity to fill that space. It is a
  • 1:07:02
very integral component to maximizing a particular group or archetypes ability
  • 1:07:10
to perform through the use of their supportive and buff oriented abilities.
  • 1:07:17
As we've talked in the past, many of these are support based on proximity. Some
  • 1:07:22
of them are support based on targeted buffs. We're going to be following the
  • 1:07:28
format of abilities that adhere to dances, songs, and stories when it relates
  • 1:07:33
to the bard and the scope of their particular ability sets. Each of those
  • 1:07:38
provide a certain type of benefit to other characters within proximity.
  • 1:07:46
The idea here, again, pointing back to a more old school Trinity design, is that
  • 1:07:53
no party is complete without the non-healing support class, which is the
  • 1:07:59
bard in Ashes of Creation. So that is, I think, a role that a lot of players out
  • 1:08:08
there enjoy. And you'll be able to perform as that class in either a DPS or
  • 1:08:14
tank oriented and perhaps even depending on your archetype selection, healing
  • 1:08:19
oriented as well. Obviously not to the degree that a primary archetype cleric
  • 1:08:23
would, but yeah. My next question goes back into the Alpha 2. Do you plan on
  • 1:08:34
introducing it all in a steadily compounding way, only adding new features
  • 1:08:38
or content or in a cyclical manner so certain systems are turned on and off to
  • 1:08:45
test while others are iterated upon and alternately cycled out? Probably a little
  • 1:08:52
of both. I would say it's going to depend on the particular system. So you'll
  • 1:09:02
see drops where we update Alpha 2 and want a lot of focus around one
  • 1:09:09
particular system. And in order to make sure that we are seeing that level of
  • 1:09:15
interaction, we might disable certain systems or take them down to be
  • 1:09:19
iterated upon. The benefit of being in a production environment is that we make
  • 1:09:27
releases and that cadence of our release candidate is predicated on an amount of
  • 1:09:33
work done within some number of sprints, gets tested internally QA wise, and then
  • 1:09:41
gets promoted out to a production environment. Those will tend to be larger
  • 1:09:45
drops for Alpha 2. So you may see whole systems come online at some different
  • 1:09:52
points throughout the Alpha 2 testing, entirely new different areas, entirely
  • 1:09:57
new packages of narrative content and POIs. That is going to adhere to kind of
  • 1:10:04
what our development schedule and release cadence will look like. All right.
  • 1:10:13
Will dialogue choices have any impact on the quests in regards to how NPCs
  • 1:10:18
respond to you or is the overall outcome of it or sorry, will they have any
  • 1:10:23
impact on the quest or regards how they respond to you or the overall outcome of
  • 1:10:27
that quest or is it more of just a role playing perspective without any major
  • 1:10:30
impact? No, the dialogue choices are intended to provide an impact both with
  • 1:10:39
the response of the NPC, it might also serve as predicates for other systems if
  • 1:10:46
there are certain paths chosen within the dialogue tree. It might unlock different
  • 1:10:56
side arcs and storylines that other players may not experience. The dialogue
  • 1:11:05
trees are not meaningless. They're meant to provide gameplay related context.
  • 1:11:14
So in the last developer live stream, you had mentioned blood magic is an illegal
  • 1:11:19
magic which has us curious. So we've seen elemental and arcane forms of magic,
  • 1:11:24
but will players be able to wield blood magic? What are the different schools of
  • 1:11:28
magic you are considering for the game? Well, so first when we say that blood
  • 1:11:36
magic is illegal, right? We're talking about in the context of a normal
  • 1:11:42
everyday player who's a citizen of Vera having come from Sanctus, you are
  • 1:11:47
adhering to the local laws and guidance from nation governments and or node
  • 1:11:56
governments, right? To be a good upstanding citizen of Vera, you adhere to
  • 1:12:02
these laws. The ability to wield blood magic might be seen in some storylines,
  • 1:12:13
we'll see, that is left to the players to experience and discover. Those types
  • 1:12:21
of choices might have ramifications on your character and or ramifications
  • 1:12:28
within storylines. There are a lot of different schools of magic. In fact,
  • 1:12:36
we haven't released our style guide for VFX and whatnot, but when we talk about
  • 1:12:42
how do we create a blood corruption setting? Well, what is the associated
  • 1:12:48
colors? What's the shape language of blood magic? This flowing river, you saw
  • 1:12:55
some of them in the VFX of the zone and in Carfin, you saw the mist in the
  • 1:13:01
deep red saturation. Each of the environments and the magics and what we
  • 1:13:09
create has an associated style guide that includes color wheels and palettes
  • 1:13:15
across different influences, whether it be transformation, summoning magic,
  • 1:13:24
arcane magic, elemental magic, blood corruption, regular corruption, chaos.
  • 1:13:33
There's a whole bunch of influences that exist across the player abilities,
  • 1:13:38
but also across the environments and the POIs and unique to each of the cultures
  • 1:13:44
that require defined style guides associated with them. We have a lot of
  • 1:13:51
different schools of magic that we have in the game. Whether players will be
  • 1:13:59
able to wield blood magic is up to the different storylines you all explore.
  • 1:14:05
Going back to Alpha 2, do you plan on introducing all of the primary
  • 1:14:10
archetypes before adding the secondary archetype systems into the test?
  • 1:14:15
Additionally, once the secondary archetype system is added, will you want
  • 1:14:19
to test it with only a few classes at a time or release all classes available
  • 1:14:24
at the point in development? So we may release some limited scope of the
  • 1:14:30
secondary archetype selection in the augmentation system without having all
  • 1:14:35
of the base archetypes released in order to test some things. In addition,
  • 1:14:40
it's more than likely that we'll be releasing secondary selections one at a
  • 1:14:46
time or a few at a time, as opposed to waiting until all are kind of ready
  • 1:14:50
to be released for testing so that we can collect appropriate information
  • 1:14:57
from play testers in as fast a setting as possible.
  • 1:15:06
Do you have any concerns on players eventually discovering a meta server
  • 1:15:11
build with nodes due to players heading to specific nodes and regions because
  • 1:15:14
they find that content more enjoyable? And if so, how would you go about
  • 1:15:18
getting players to shift around the world to break up the meta?
  • 1:15:22
Yeah, I'm not too concerned about that, to be honest, because
  • 1:15:25
the way that we facilitate the world kind of taking into account player
  • 1:15:34
activity to manifest different story arcs and or world states is based off
  • 1:15:42
of population, start location, heat mapping of player movement and activity.
  • 1:15:48
A lot of that stuff is built in a way that almost ensures very different
  • 1:15:57
outcomes from a world state perspective across different servers.
  • 1:16:02
Now, if players had a concerted effort in order to elicit similar world
  • 1:16:11
building achievements, it might be possible for them to do that.
  • 1:16:16
It might be possible for them to do so in very bespoke areas like standing
  • 1:16:21
up a node in a particular zone. But that's the first level of interaction
  • 1:16:27
when it comes to deciding what content trickles out of these POIs,
  • 1:16:33
what supporting structures in the world change the zones.
  • 1:16:39
It's not just one level deep. When that node gets manifest,
  • 1:16:43
it has a relationship based with other nodes. Some of those relationships
  • 1:16:49
get told through the VASL system, some get told through reputation,
  • 1:16:52
some get told through particular initiatives that a node might undertake.
  • 1:16:59
And not everything that happens in the world is predicated on a node
  • 1:17:03
reaching a certain level. That's one predicate system.
  • 1:17:07
There's a whole bunch of predicates that are sprinkled throughout different
  • 1:17:12
layers of content and that need to be achieved in order to elicit
  • 1:17:18
a response from the server or from the server world manager.
  • 1:17:22
So, I'm not too concerned with reaching a quote unquote meta across servers.
  • 1:17:29
I think it's going to be possible and expected that players in certain areas
  • 1:17:34
will yield similar outcomes to things. And that's okay. That's cool.
  • 1:17:38
I think it's interesting if players have a concerted effort across server
  • 1:17:41
to interact with one another, learn from their actions, mistakes, successes,
  • 1:17:46
and effectuate that on the server they're on. That's interesting.
  • 1:17:50
But I don't believe we'll see a metaphor. I think that the intricacies are too great
  • 1:17:55
when it comes to how predicates are formed in order to elicit world state changes.
  • 1:18:02
So, we haven't talked about the Tonar, sorry, Tolnar recently.
  • 1:18:06
The Tonar!
  • 1:18:07
Who do you consider to be the true natives or traditional people of Vera?
  • 1:18:11
Could we be seen as foreigners trying to colonize Vera or would the Tonar view us differently than that?
  • 1:18:22
How do I want to say this? So, I think when we talk about the Tonar and we're talking about
  • 1:18:31
how will the Tonar perceive their ancestors, the children's children's children of their ancestors
  • 1:18:42
returning back to Vera, I think majority of the disposition is going to be
  • 1:18:52
these are the descendants of those responsible for the tragedy that befell.
  • 1:18:56
Our world. And so that is one way to look at it.
  • 1:19:04
And I think that you'll see a disparity between the younger Tonar and the older Tonar
  • 1:19:12
and their reception to those who are coming new. I think that's normal. I think that's expected.
  • 1:19:22
I think that creates an interesting tension. And I think that is a nice contextualization
  • 1:19:30
to some of the stories that might be told and interfacing between the Tonar cultures
  • 1:19:34
and those of the returning descendants.
  • 1:19:41
How advanced is it going to be? How advanced is going to be the system of hiring and customizing
  • 1:19:48
laborers on your freehold?
  • 1:19:55
Relatively advanced. I think there's a few paths that you can take when it comes to training up
  • 1:20:01
those types of NPC aids. What things that they can do. I think there's going to be different tiers
  • 1:20:10
and costs associated with higher level assistance on the freehold. But the same is true for
  • 1:20:20
mercenaries that nodes can hire or castles can place with regards to sieges and or wars and or
  • 1:20:27
events. Like you have a very base functioning level of mercenaries with set of equipment and
  • 1:20:34
skill rotations and behavior trees that are possible at a fundamental level. And then as you
  • 1:20:40
upgrade the nodes barracks, as you might upgrade, you might achieve certain relics that you gain
  • 1:20:50
or enact certain policies that allow you to dial up the stats of those mercenaries. The same thing
  • 1:20:56
is true for the NPCs that can exist on freeholds, except those might be more predicated to
  • 1:21:03
service buildings that relate to artisanship. And that might be one of the reasons why it's
  • 1:21:09
beneficial to own a freehold in one particular node versus another is based off of what amenities
  • 1:21:17
are now available to your freehold as a result of that node selection. Hopefully that answers
  • 1:21:24
the question. I think we have time. Let's do one more question from each of you.
  • 1:21:29
All right. Nice. You spoke in the last stream about how eventually Intrepid would hold off on
  • 1:21:37
Unreal Engine updates until post-launch, but didn't state if you're considering to upgrade to 5.2.
  • 1:21:44
Is that something you're planning on doing? And if so, what features from it are you planning
  • 1:21:48
on utilizing? Yeah, absolutely. You know, we're nowhere near close to stopping our continued
  • 1:21:55
updates with Epic with Unreal. So 5.2 is on the radar. We might even skip, we might wait to do,
  • 1:22:05
you know, based off of the next iteration 5.21 or 5.3. It just kind of depends. We have a technical
  • 1:22:12
team that evaluates what's on the horizon with updates from Epic on Unreal, and we kind of make
  • 1:22:20
that decision based off of the team's needs for particular features that might be being released
  • 1:22:26
in the future. But usually we want to give Epic the opportunity to release the first version of
  • 1:22:31
a particular major update and then go with the 0.1 version of that, just from a safekeeping
  • 1:22:39
perspective. All right. So are there any mechanics or systems that you wanted to add to the game but
  • 1:22:47
haven't because you wanted to ensure that your development schedule stays on track? And if so,
  • 1:22:52
what are they? Oh, yeah. What are they? There's a lot. We, you know, generally when we're doing our
  • 1:23:01
internal meetings and reviews and a great idea comes up, you know, we throw it in the backlog
  • 1:23:07
post-launch. That's kind of our, generally our MO when it comes to great ideas. I mean, because,
  • 1:23:16
you know, the reality is as we continue to go through features, we develop those features,
  • 1:23:21
we test those features and iterate on those features, a lot of new ideas and opportunities
  • 1:23:26
come about for the team to think about, well, wouldn't it be great if this feature actually did
  • 1:23:31
this and interacted with another feature over here that did this. And so we're trying to make
  • 1:23:36
sure that another feature over here did this. And in some situations, we'll evaluate and determine
  • 1:23:42
whether or not, you know, that type of interaction is really necessary to demonstrate what the core
  • 1:23:47
loop of a particular system might be trying to demonstrate and we'll make the changes necessary.
  • 1:23:53
But in the majority of cases, we try to stay cognizant of, hey, here is our MVP necessary
  • 1:24:01
list of core integrated systems in order to achieve the identity of the game that we're
  • 1:24:05
in the core gameplay loops that we want players to experience. And we work towards that end from a
  • 1:24:11
launch perspective and anything that's added that sounds good, or we want to incorporate,
  • 1:24:16
we throw it into the expansion bucket, right? There's an opportunity for us to, you know,
  • 1:24:21
we need stuff obviously for us to expand upon and for us to continue development post-launch.
  • 1:24:25
So that's generally our MO with regards to new ideas and stuff.
  • 1:24:36
Okay. Given that you said that these story arcs are kind of like a module that get placed into
  • 1:24:46
the world, do you plan to sell or release your Ashes of Creation themed TTRPG module for other
  • 1:24:51
DMs to use? You know, there's a lot of things I want to do when we launch Ashes. One is, of course,
  • 1:25:04
a module that's set in the world of Ashes of Creation. Yes, I would love to release a throwback
  • 1:25:10
to the original campaign. It's very different from where Ashes of Creation is today. But I think
  • 1:25:19
it's, there's a lot of overlap between gamers who enjoy tabletop RPGs and MMOs and, you know,
  • 1:25:30
one of the benefits of telling a story through different venues, mediums and
  • 1:25:35
systems is that you reach a broader audience because not all of us like the same things.
  • 1:25:42
And I think the story of Ashes is a rich one. And because of that, telling it through
  • 1:25:48
multiple mediums is definitely a desire. From a board game perspective, I'm a huge board game
  • 1:25:55
nerd. I love playing board games. A lot of us at the office do. I would love to tell the story
  • 1:26:01
of Ashes through a board game as well. I would love to tell the story of Ashes through a RTS.
  • 1:26:07
I would love to tell it through film and television. There's a lot of ways I think that
  • 1:26:12
the story can be told. It doesn't all have to be focused around the return to Vera. There's a lot
  • 1:26:18
of different opportunities across the many thousands of years of timeline that Vera's
  • 1:26:23
existed that we can tell the story and even other aspects of that. So, yeah. Yeah. To answer your
  • 1:26:31
question, the desire is a yes post our flagship product launch, which is the MMO.
  • 1:26:40
All right. How exactly does the Constellation system work? You stated that it'll be very
  • 1:26:46
relevant to the system, such as narrative, empowering abilities and items, and gathering
  • 1:26:50
relics. But how do they tie into these systems exactly? So the Constellation system is another
  • 1:26:59
predicate system. And when I say it's a predicate system, it means that certain conditions will yield
  • 1:27:11
certain Constellations being available to pursue, discover and achieve. And they span the realm of
  • 1:27:20
interfacing across adventuring level, artisanship, node, relics, policies. There's a lot of different
  • 1:27:30
things that Constellations can touch because at its essence, it is a predicate system.
  • 1:27:36
Now, once players have achieved identifying a certain location that yields a Constellation,
  • 1:27:45
and they've checked off that box, okay, I have achieved this thing, it can serve its purpose for
  • 1:27:51
kicking off a new storyline for that individual, kicking off a new storyline for that individual's
  • 1:27:57
micro communities or pseudo factions, if necessary, right? It can serve as a broader kickoff. One
  • 1:28:03
person's discovers it, three, four or 500 people get to participate now in it. That's an opportunity.
  • 1:28:10
It can yield the location of an achievable world relic that can be brought back home to a particular
  • 1:28:17
node. You know, there's, there's a lot of different things that are possible in order to see the
  • 1:28:24
Constellation and to actually achieve that, it could be just as simple as looking at your character's
  • 1:28:32
viewport into the night sky at a certain location at a certain time. It could be far more in depth,
  • 1:28:38
which is killing a certain raid boss for a particular number of times until it drops a
  • 1:28:44
particular item that yields a map that sends you to a location that sends as a, like, there's a lot
  • 1:28:49
of different layers that can get added on how do we manifest a particular Constellation.
  • 1:28:56
The intent here is to provide an immersive system that keeps the player in the world and allows
  • 1:29:04
their in-world movement and interactions and immersiveness to yield a result that's unique.
  • 1:29:12
And that, I think, is a fun and compelling interaction, especially as it relates to adventuring.
  • 1:29:23
I, was that our last question?
  • 1:29:27
Oh, we have one more. We have one final question.
  • 1:29:30
What do we got?
  • 1:29:39
I apologize. I had a technical issue there. So as it stands, final question, what is the biggest
  • 1:29:45
obstacle preventing Intrepid Studios from being ready to begin Alpha 2 testing?
  • 1:29:51
The biggest obstacle.
  • 1:29:56
I think right now it's content production.
  • 1:29:57
I think our obstacle is the sheer size and complexity of our systems, of course.
  • 1:30:06
The necessary time for our teams to complete the content to fill those systems so that the data
  • 1:30:14
that we collect from play testing those particular loops is compelling and indicative of accurate
  • 1:30:23
player responses and player activity. So there is a certain level to which the Alpha 2 client
  • 1:30:31
and world and experience must be brought in order for us to facilitate the accurate collection of
  • 1:30:37
data that we can then inform decisions based off of. And that is a moving point. Right now,
  • 1:30:47
we have on paper and our production schedule of what that needs to be. But as we approach the end
  • 1:30:54
of milestones and or sprints and we do our inspect, review, reflect process, we get to
  • 1:31:01
re-articulate where that point lives because each of those is a touch point. So, look, we're
  • 1:31:10
building a massive MMO. Massive. To the likes of which I'm not sure have been done in a fantasy
  • 1:31:19
setting before at launch. Now, we have brought aboard a phenomenal team, incredibly talented.
  • 1:31:31
We are doing it in a way that I think is right with the transparency and the
  • 1:31:37
connectivity to the community and the opportunity for people to watch the development of it.
  • 1:31:43
And the truth of the matter is that all of us want to play the game. All of us want to play Ashes.
  • 1:31:52
Even if it's just Alpha 2. So, you know, our focus is to continue down the path of production
  • 1:32:03
and completing what's necessary for us to have a successful Alpha 2 test. And nothing can be said
  • 1:32:13
or done to hasten that process in a manner that is not already conducive to how we are approaching
  • 1:32:20
production towards Alpha 2 already. So, with that in mind, you know, patience is key. Spending the
  • 1:32:30
time necessary is always going to be a good yield on investment. And I think that being a part of the
  • 1:32:39
journey is beneficial both to the project and to you guys as players. But ultimately, our focus
  • 1:32:46
will remain on the obstacle of producing the necessary content for us to achieve a meaningful
  • 1:32:52
test period with Alpha 2. Yay, we did it! Thank you. And content plug. I like the typing.
  • 1:33:09
Guys, is that Margaret in the back? I like that. That's cool. Guys, I want to thank each of you for
  • 1:33:16
joining me today. Obviously, you guys represent a very core audience section of the Ashes of Creation
  • 1:33:23
community. People have been following the project for a long time. Hopefully, the questions that you
  • 1:33:32
asked today, I think, successfully scratched some of the outstanding itches that the community has
  • 1:33:39
with regards to systems design and the project that they're working on. And I think that's
  • 1:33:44
pretty important. So, as you're all familiar with, the system design and the project and development
  • 1:33:51
as a whole, I always enjoy chatting with fellow MMO lovers and members of our community, of course,
  • 1:33:59
about sometimes I can get a little overly passionate. Apologize about that as well. But,
  • 1:34:03
you know, I always enjoy having these conversations. But I'd love each of you guys to just kind of give
  • 1:34:10
a little bit of a shout out to you guys and your communities. And, yeah.
  • 1:34:18
I'm Chibi Bree. I'm from the Golden Feather Tavern. And you can find us anywhere slash TGF Tavern.
  • 1:34:25
So, Twitch, YouTube, etc. And you can find me over on YouTube at youtube.com slash RichieSH.
  • 1:34:33
And to catch up with myself or any of the Pathfinders, just go to ashesHQ.com or
  • 1:34:41
the corresponding YouTube where the Pathfinder podcast is at. Or you can catch me on my own
  • 1:34:45
channel on YouTube, not YouTube, but Twitch, which is just some work. So.
  • 1:34:51
Awesome. Well, from everybody here that joined me today and all of you out in the audience,
  • 1:34:57
thank you very much for coming and being a part of this. We love and appreciate our community at
  • 1:35:02
Ashes of Creation and your guys' participation makes this game a better game. So with that being
  • 1:35:07
said, we will see you again at the end of this month when we showcase the new Mage update.
  • 1:35:15
And until then, I wish you guys the most amazing April and we will chat with you all soon.
  • 1:35:20
Bye, everyone. Bye.
  • 1:35:23
Bye y'all.