Strife MOBA by S2 Games - The Friendliest MOBA? - PAX Prime 2013

Linus Tech Tips ·Linus Tech Tips ·2014-05-07 · 2,776 words · ~13 min read
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0:00 Linus Tech tips coverage of pxs 2013 is brought to you by Western Digital Intel
0:04 and steel Series so we're here with Steven Baker the lead sound designer on
0:09 strife and we're going to get into exactly what his unique contribution is
0:13 to this game after we talk a little bit about the general stuff so you guys got
0:17 to differentiate from other mobas how are you going to make it accessible for
0:23 the noob and yet customizable enough for the experienced players well there's a
0:28 lot of fresh Design Tech techniques that
0:31 our designers did uh some of them include the gold sharing mechanic when
0:37 you are in a lane with someone and you
0:40 get a last hit you actually share that gold with your lane mate and that helps
0:47 to really uh reduce player
0:50 toxicity as well as uh allow you to
0:54 collect gold even though you're not last hitting so tell me about the load out
0:58 system well that's going to be basically pregame before you queue you're going to
1:04 be able to select your hero select your pet and select items that you like to
1:11 play with okay so I'm a new player my whole thing is okay I you know some Pro
1:16 that I like to watch uses this particular kit usually so I just set
1:20 everything up before the game I don't have to go to the store and Shop no not
1:25 if you don't want to I mean it really depends on uh how the game is is going
1:31 like you could have a load out and you
1:34 know think that you're going to do really well but if it's not going your
1:37 way you can actually go back into the shop and reconfigure your Loadout for
1:42 maybe more armor magic armor stuff like that okay so if I'm a pro and I you know
1:46 I feel like the whole loading out ahead of time is beneath me I can still go
1:50 full custom oh totally yeah okay that's
1:53 awesome now let's talk about you you talked about crafting in pets are pets a
1:57 purely aesthetic thing absolutely Ely not they they actually serve a great
2:01 purpose in the game when you first start
2:04 the game you get to select a pet and
2:08 it's very it's like a baby basically and
2:11 it has only a small amount of abilities
2:14 but as you play the game you get Commodities at the end of the game that
2:18 include food you use the food to feed your pet and the pet evolves and
2:24 actually develops its powers it grows stronger it unlocks new passives and and
2:30 makes your active ability much stronger so basically you guys are trying to make
2:34 anyone who bought a tamagachi 10 years ago feel really stupid about it because
2:38 they could just have played this game had that experience and they get a game for their money absolutely speaking of
2:43 money you guys are aiming for what 15 heroes six pets at launch now your
2:47 monetization model we all know how League of Legends does it where you pay
2:52 for the heroes if they're not on rotation uh how are you guys handling
2:56 Heroes and and pay pay to play so to speak well first off off the game is
3:00 free to play and the heroes are free to play so anytime that we design a hero it
3:06 will be free to play uh the 15 Heroes
3:09 that you'll be able to select from freeo play you know the the things that we
3:15 monetize will include uh commodities for
3:19 crafting and also your skins for your different Heroes so I promise stepen we
3:24 wouldn't talk about gameplay mechanics the whole time lead sound designer he
3:27 wants to talk about sound if you guys have been watching me for any amount of
3:31 time you'll know I do believe that sound is incredibly important one of my
3:35 mantras is go buy a bloody sound card get some decent headphones not gaming
3:39 headphones good headphones enjoy your games more it's incredibly important and
3:44 the conductor which is your baby is going to make what I'm saying right now
3:48 even more true tell me about this well the conductor is an Adaptive music
3:53 system that es and flows the music based
3:56 on what's Happening to your hero in the game right so so you start the game
4:01 you're in the laning phase not a lot of action is happening you're just worried
4:05 about last hitting creeps and maybe harassing the hero a little bit so it's
4:09 very lowkey very easy to listen to you know uh but but as the game progresses
4:15 say maybe you go into the jungle it's a
4:18 little more tense you know because uh no
4:21 one can see where you are and the music really uh signifies that um and then
4:28 maybe you're in a situation where there's a team fight happening which the
4:33 music goes huge there there's a lot of
4:36 different layers that are happening at that time to to to add excitement to the
4:41 player's experience so your goal here then is to get the players heart pumping
4:47 without them really necessarily knowing get the adrenaline flowing at the right
4:51 times without them even really even having to think about it yeah it is a very unconscious subconscious kind of
4:56 thing that's happening to music I think that's absolutely cool and I think that
5:00 getting away from games being designed to be looked at while you have your
5:05 music going in your ear in your ears and you're completely ignoring it I mean the
5:08 immersiveness is incredibly exciting so thank you for taking the time to talk to
5:12 us about this this is absolutely great and uh good luck my pleasure now we're
5:17 here with P who is the director of monetization for strife and you do a
5:21 bunch of other stuff as well right yeah I also worked as a lead system designer
5:25 for strife and I work with a game design team as well making awesome Heroes
5:28 hopefully all right so we're going to have some great conversation with you because it's a free to play and as as a
5:34 monetization strategy free to play is anything but mature it it there's so
5:39 much more to be experimented with what are you guys doing with Strife to make
5:44 it work for you I think you're seeing hero uh free-to-play games popping up
5:48 all over the place and a lot of them are going with a cookie cutter kind of dual
5:51 currency one you earn and one you get for free right or sorry when you
5:55 purchase and one what you get for free for playing and what we've done with
5:58 Strife is rather than having having that we've developed Commodities and
6:01 commodities are something that you earn still but each of them serves a specific
6:04 function so this allows a lot of Dynamics as far as what trade-offs you
6:09 have when you earn food you can feed your pets and when you get ore you can
6:12 craft your items but when you get Essences you can either harmonize your
6:16 items or it can make them better so there's a lot of trade-offs that don't really exist when you only have one
6:20 earned currency that exists when you have this more higher level commodity
6:24 currency okay now speaking of uh of crafting items and all that I want to
6:29 talk about uh okay it's not related at all forget the segue but tell me about
6:33 the orts strategy for stri what are you guys doing to differentiate yourself
6:36 from the other stuff that's out there for orts we really want to uh respond to
6:40 the demands of what our community wants so we're still prea people haven't
6:44 gotten their hands on it the only people who played on played it are like our friends and our families and our
6:49 co-workers so we want to see what our community wants if they want a topheavy
6:52 system in which there's just one Invitational Tournament that's the you
6:56 know the Hub of all that um then we'll respond to that or if they want
6:59 something that's more Grassroots more regular automated tournaments that anyone can get access into and maybe the
7:04 prizes aren't as high for each of them um but everyone can participate then
7:08 we'll respond to that as well so we want to see what our player wants to do
7:11 because at the end of the day we believe that Esports is a service for the community for everyone to gather around
7:15 the game and to get really hyped up and really amped and excited now the word
7:19 everyone is interesting because you guys don't want to abandon the hardcores of
7:23 course because hardcore gamers are are going to be your biggest supporters but
7:28 what have you done if you were to pick three things that have made this game
7:33 more accessible and that are going to help to draw in new players well there
7:37 there's um as the mobile genre is developed there's been a lot of issues
7:41 brought forth so four years ago when we were developing heroes in new worth and R was developing League of Legends and
7:46 whatnot they we were all focusing on scratching the surface making sure the
7:50 genre is going to be fun it's going to be successful people are going to play our games now that we kind of have the
7:54 luxury of sitting back and saying okay mobas are a good formula we we can talk
7:58 about more of the in-depth issues the issue of toxicity and a lot of people
8:02 have brought this up about the mobile Community people are kind of
8:05 sometimes and um we it's we really come
8:09 back and put our fingers on that people are to each other generally
8:12 when they're on the same team and they disagree about how to win a game so int
8:15 team conflict has been a huge thing for us and with Strife we've done several
8:18 things to tackle that we've developed the game from the ground up from the
8:21 game design to try to alleviate some of the tensions within your team as far as
8:25 competing for last hits who's going to play the support role that no one wants
8:29 to play who's going to devote all their goal to buying the awards so there's no
8:32 purchasable vision there's no um supporting by sacrificing instead of
8:37 sacrificing we allow our support players to still get items and enable their
8:40 teammates and support that way instead so tell me about the way that gold gets
8:44 split when you're either sharing a lane with someone or you're in your own lane
8:48 and everyone else is all over the place in order to make people not be not
8:52 behave selfishly yeah so every mobile veteran has probably gone through the
8:56 argument of I need the last hits no I need the last hits and it comes down to
8:59 this All or Nothing whoever gets the last hit gets all the gold and so you're
9:03 competing with your Lan mate as to who gets the last hit in strip however you
9:06 split the gold and how this works is if you're solo you get half of the gold
9:09 Bounty of a creep so say a creep is worth 70 gold you get 35 and the other
9:13 half is split across your team evenly including yourself so you end up with 42
9:16 if you're with another Lane partner you each get half of the goal so you each get 35 so realistically if you're
9:21 soloing you might get last of the last less of the last hits then when you have
9:24 a partner helping you out as well so you actually want your teammate there but when they're there you're not fighting
9:28 over it you're not taking something from them they're not taking something from you you're working together toward an
9:32 end goal together I mean the way that I see this is this helps the Casual
9:36 players as well as the as as the more
9:39 competitive players because this does two things is number one is it makes it
9:43 so that that uh that one player on a competitive team doesn't have to be the
9:47 who has no who has no items by the end of the game and it was basically
9:51 just kind of running around doing everyone else's Dirty Work and it also
9:54 means that for someone who's a more a much more casual player they're not
9:58 necessarily get left behind to the same extent I mean as someone who only ever
10:02 really played DOTA one as as as far as the mobile genre goes I can tell you as
10:07 someone who kind of played it casually and jumped in by you know 10 15 minutes
10:11 into the game there was that one guy who was just going to completely dominate
10:14 the match and then there was me and every time I saw him he was going to just totally kick my ass and what have
10:19 you guys done to to to change that besides just the gold splitting so
10:23 another thing we've done is that when you kill a player the gold you get rewarded with will be dependent on their
10:28 relative Effectiveness and power to you so gold per minute is a really important
10:33 metric for us that basically calculates how much gold have you been earning this
10:36 game and if you kill someone with less gold per minute than you do you'll get less gold and and on the uh on the flip
10:41 side if they kill you and you have higher than them they get bonus gold so this really really incentivizes our top
10:46 players to go pick on someone their own size and leave the little guys alone a
10:50 little bit and for for us Strife is a game that we don't want and we've all
10:54 all had this experience where you play a game with your friend you're trying to introduce him to to a game you're not
10:59 really playing with them you're playing the same game as them but you kind of shove them off in a corner it's like you
11:03 learn the game while I go and Win It On My Own we really want stri toam an
11:06 experience where you're playing with your friends with your girlfriend with your with your kid not just shoving off
11:11 shoving them off in the corner buy you Awards whatnot well that is incredibly
11:15 exciting is there anything else that you'd like to add for for the audience in terms of the Innovation that you guys
11:20 have put into this game yeah I think the last really cool part is that you get to
11:23 pick your hero before the game starts so what this allows us to do is not only
11:27 take the stress off of it a little bit it's like I got 90 seconds I got to pick
11:30 my hero everyone's going to yell at me um no you get you get to take your time
11:33 pick your hero pick your gear set pick your crafted items um pick your pet do
11:38 everything that you want to do to set up the experience that you have in mind and
11:41 then the other thing that does is allows us to assign a hero specific ELO so if
11:46 you have a hero that you're really good with CU you played it 150 times we know
11:49 that we we'll know your record with that hero and we'll be able to sign you with
11:53 teammates and opponents of an equ equitable level so that you have a good
11:56 game whereas if you're a really high level player but you're trying a new
11:59 hero you might not be rated as high so you're not punished for trying something
12:03 completely new very cool thank you very much this has been absolutely fantastic
12:07 and enjoy the rest of the show thank you