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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Celestial Heavens Q&A with Ubisoft and Limbic on Might & Magic: Heroes VII
Thread: Celestial Heavens Q&A with Ubisoft and Limbic on Might & Magic: Heroes VII
Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 20, 2014 12:15 AM
Edited by Storm-Giant at 12:53, 20 Aug 2014.

Celestial Heavens Q&A with Ubisoft and Limbic on Might & Magic: Heroes VII

Upon the announcement of Heroes VII, we sent a series of questions to Ubisoft about the upcoming game as well as other related material. Instead of forcing you to read more of my babble, here it is:


Stephan Winter        Xavier Penin            Gary Paulini
(CEO Limbic)         (Lead Designer)          (Producer)

Kalah: Many fans of the Might & Magic series have been hankering to see Jon Van Caneghem back making games. Have Ubisoft considered talking to him about a future collaboration?

Gary Paulini: Actually, we met Jon Van Caneghem back at GamesCom last year when introducing Might & Magic X Legacy. It was a really great meeting (and a great moment for Julien, as he's a die-hard fan). By that time, he was working on Command & Conquer for EA. We haven't had the chance to get in touch with him since the release of MMXL. We believe he's currently working on new projects, and we really wish him the best for the future. We are confident that whatever he creates next will be awesome!

Kalah: A question specifically for Limbic: You started out by taking over the development of Heroes VI, then you developed MMX on your own, and now you have been given the task of developing Heroes VII. Would you say this is your biggest task so far? What have you learned from the past couple of years working on the other games in the MM franchise?

Stephan Winter: First and foremost Heroes VII for sure is the biggest project in our collaboration with Ubi. It's great for us to be onboard right from the beginning of the development this time around. And on Ubi's side we have many familiar faces working with us once more - that feels good!

From a development point of view, from Heroes VI and its adventure packs we learned to be smart about the way we create content. On the one hand content creation is always a time consuming process but on the other hand I am confident that we made some good decisions in regards to the engine, the editor tools and especially the connection between story writers and our level designers. As far as I can tell right now this seems to work quite well. For the moment we are not concerned about the amount of maps we are producing. We are still looking to add one or two new people to the level design team but overall the entire team did an amazing job to ensure that we can build the maps and
campaigns for Heroes VII. All in all we (hopefully) learnt not to fall in the content trap!

Even if Legacy was a different in-house team and scope, we benefit from it for Heroes VII. Legacy gave us the opportunity to do one full production cycle with Ubi including all the required processes from localization, quality assurance, marketing, community work, etc. We had a very fruitful post-mortem with the Ubi team about what went right and wrong and I am sure we will benefit from it. For instance the idea of having the fans vote on two of the Heroes factions plus the Shadow Council approach is based on our first experience with what we did on a smaller scale with Legacy during the Open Dev.

Kalah: What can you tell us about the skill and magic systems?

Gary Paulini: Too early to tell! Some things are still being discussed internally, and it would be a shame to announce things which will not make it into the final game.

Xavier Penin: The biggest info is that spells are outside the skill system again, and must be learned in town guilds, adventure map buildings or from other Heroes. Player can complete their Heroes' spell collection while exploring a map or completing a campaign. Heroes have a class (like Paladin) and that defines their skills. They also have a faction skill.
Skills have a global effect and offer access to abilities, which have a more specialized effect. When levelling up, the player must spend a point to upgrade a skill or buy an ability. You cannot have everything so you must make choices: you can specialize or try to be balanced.
Also, skills are divided into Might, Magic and Neutral categories, and are consistent with the Hero's class.

Kalah: Tell us about the editors;

- Will there be a map editor released with the game?
Gary Paulini: Yes, there will be a map editor released with the game! As a matter of fact, the map editor should be considered a core feature of the main game, and we're putting in a lot of effort and giving it a lot of love to make it as accessible as possible for players. We'll give you more details really soon.

- Fans were disappointed with the H6 editor and hardly any maps was made for the game; will the editor be better this time?
Gary Paulini: Well... The easy answer is just: YES, plain and simple... As I already said, we're putting in a lot of effort to design and develop the map editor. Moreover, we're currently bringing some seasoned map makers to help us improving the User Experience (including UI), but also testing the map editor.
But keep in mind it's always easier said than done. So instead of bragging and trying to oversell it, I would simply put it this way: you can be the judge when the game is out!

- What about an RMG?
Gary Paulini: As I said previously, we're really working a lot on the map editor!  We'll provide you more information as soon as possible.

- Can the editor be used to make campaigns with carryover heroes?
Gary Paulini: We'd certainly love to have the campaign editor right from the start and that's something we're looking into. However, I don't want to say or promise anything as we're still really far away from the release.

Xavier Penin: As a matter of fact the campaign editor is planned and would allow carryover heroes, but also artifacts and other data to be used for storytelling.

You can read the full Q&A on CH site
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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted August 20, 2014 01:22 AM

Sooo, after reading the interview on CH two things picked my interest:

Players will decide thing like environments, storyline, and most importantly: line-ups. Interesting.

The second thing is the abilities: buying them or upgrading with points when leveling up, so that probably means no skillwheel.

Also, they've said sth like this: "We want dynamic battles with movement, risk and sacrifices. We want to encourage offense and reward smart placement of units and use of space."

So that probably means that they will reduce healing effects, and make battles more aggressive. That's not to my liking, cus I prefer a more defensive playstyle (having as little casulties as possible is always my top priority), but we'll see what they have in mind...

PS: I don't like when the storyline tells of things from the past (they've said that the Shadow COuncil will tell tales of important events from the past). Why? Simple reason. The units/architecture looks the same, though the story takes place, for instance 200 years earlier. It creates some inconsistencies as you might guess... Fantasy worlds usually don't age, but the design of units/buildings does (especially that we had two games in different time frames already).  


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Neovius
Neovius


Adventuring Hero
posted August 20, 2014 02:54 AM

blob2 said:
The second thing is the abilities: buying them or upgrading with points when leveling up, so that probably means no skillwheel.

He says that you either learn or upgrade a global skill (basic/advanced/expert) or unlock an ability that belongs to that skill. Sounds like skillwheel to me.

blob2 said:
So that probably means that they will reduce healing effects, and make battles more aggressive. That's not to my liking, cus I prefer a more defensive playstyle (having as little casulties as possible is always my top priority), but we'll see what they have in mind...

That's a good thing, at least reducing casualties will require some skill instead of relying on a crutch that is healing. Winning in H6 without any casualties was too easy.

By the way Shadow Council are the fans, not the 6 faction representatives that tell the stories.

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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted August 20, 2014 03:14 AM

Quote:
- Will there be a map editor released with the game?

Gary Paulini: Yes, there will be a map editor released with the game! As a matter of fact, the map editor should be considered a core feature of the main game, and we're putting in a lot of effort and giving it a lot of love to make it as accessible as possible for players. We'll give you more details really soon.


Finally! This is great news.
____________
"Do your own research"

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MattII
MattII


Legendary Hero
posted August 20, 2014 03:21 AM

No word on an RMG though.

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alma001
alma001

Tavern Dweller
posted August 20, 2014 07:56 AM

   - What about an RMG?

Gary Paulini: As I said previously, we're really working a lot on the map editor! We'll provide you more information as soon as possible.


Seems like no RMG to me which is a shame...
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Avonu
Avonu


Responsible
Supreme Hero
Embracing light and darkness
posted August 20, 2014 08:03 AM

markkur said:
Quote:
- Will there be a map editor released with the game?

Gary Paulini: Yes, there will be a map editor released with the game! As a matter of fact, the map editor should be considered a core feature of the main game, and we're putting in a lot of effort and giving it a lot of love to make it as accessible as possible for players. We'll give you more details really soon.


Finally! This is great news.


IIRC we were told something similar abou H6 map editor and MMX modding tools, so don't be so happy about this.
____________
"When someone desires information, they come to me."
"Details are everything."
Pipiru piru piru pipiru pi!

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MattII
MattII


Legendary Hero
posted August 20, 2014 08:15 AM

alma001 said:
   - What about an RMG?

Gary Paulini: As I said previously, we're really working a lot on the map editor! We'll provide you more information as soon as possible.


Seems like no RMG to me which is a shame...
Or maybe he didn't understand the abbreviation.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted August 20, 2014 09:41 AM

Avonu said:
IIRC we were told something similar abou H6 map editor and MMX modding tools, so don't be so happy about this.


Considering how they seem to realise that BH missed the mark with the map editor completely and that Limbic considers the map editor to be a core feature of the game, I think they will deliver something that's a lot better.

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blob2
blob2


Legendary Hero
Blob-Ohmos the Second
posted August 20, 2014 10:03 AM

I've never used RMG. With enough interesting maps, I don't need such a feature.

Though I understand that for guys focused on multiplayer this is something quite important.

Plus, I see a lot of guys are talking about it over and over again on these forums, so I suppose devs should think about it, cus there will be a lot of bickering if no RMG will be included...

As for me, I think it's the least important thing they should think about. I think a good, easy to use map editor will be sufficient...

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fuChris
fuChris


Promising
Supreme Hero
Master to the Speed of Light
posted August 20, 2014 10:52 AM

blob2 said:


So that probably means that they will reduce healing effects, and make battles more aggressive. That's not to my liking, cus I prefer a more defensive playstyle (having as little casulties as possible is always my top priority), but we'll see what they have in mind...




Defensive playstyle or not each and every heroes game is basically about the creapig ability of the player. That means take as little losses as possible for the fastest gain. That was one of the many reasons they shot themselves in the foot with the OP H6 healing. Calculating losses is part of the fun.

And it seems like there won't be any advanced classes this time around which is probably a good thing cos they can put more effort in balancing them this time around. Kind of interesting that the hero classes will each have an ability besides the faction ability. It will be interesting to se how they can spice up boring classes like the paladin and barbarian.

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Brukernavn
Brukernavn

Hero of Order
posted August 20, 2014 12:38 PM

I like more and more what I'm hearing about H7. It's completely different from the Q&As before H6, where half the info was bad news and the other half could turn out terrible or really awesome, depending on the implementation (although most turned out to be terrible IMO).

And I LOVE how they focus on quality rather than quantity. This could of course be an excuse for low budget, but I'm giving them the benefit of the doubt - for now. For instance not adding too many creature abilities, but focusing on basic tactics.

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted August 20, 2014 12:54 PM

News of the Map Editor are much more positive than in H6 case, and that's good. Unless they screw up like in MMX, we should get at least a decent editor, for once.
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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted August 20, 2014 02:35 PM

I think so too. And didn't they say "somewhere" an RMG will come later? Not sure about that.
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"Do your own research"

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Hotarubi
Hotarubi


Known Hero
posted August 22, 2014 12:22 AM

Quote:
Heroes have a class (like Paladin) and that defines their skills. They also have a faction skill.
Skills have a global effect and offer access to abilities, which have a more specialized effect. When levelling up, the player must spend a point to upgrade a skill or buy an ability. You cannot have everything so you must make choices: you can specialize or try to be balanced.
Also, skills are divided into Might, Magic and Neutral categories, and are consistent with the Hero's class.


So... could this possibly mean that
perks are back?
faction skills/racial skills... hopefully no "Avenger"
there is a distinction between "skills" and "abilities"?
some skills are accessible/inaccessible depending on your hero's class?

This is quite exciting.

I hope Magic heroes get some due

"Neutral" categories... I wonder if things like Logistics, Enlightenment, or other non-battle skills fall under those?

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ChrisD1
ChrisD1


Supreme Hero
posted August 25, 2014 02:27 PM

blob2 said:
I've never used RMG. With enough interesting maps, I don't need such a feature.

Though I understand that for guys focused on multiplayer this is something quite important.

Plus, I see a lot of guys are talking about it over and over again on these forums, so I suppose devs should think about it, cus there will be a lot of bickering if no RMG will be included...

As for me, I think it's the least important thing they should think about. I think a good, easy to use map editor will be sufficient...

two words.

replay value.

nomatter how many maps will be created i prefer to not have to download them but instead load a map and see a fresh perspective. have you played aege of mytholgies? that game made an RMG fan and i refuse to imagine a strategy game without a rmg generator.
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bloodsucker
bloodsucker


Legendary Hero
posted August 26, 2014 01:07 PM

ChrisD1 said:
replay value.

nomatter how many maps will be created i prefer to not have to download them but instead load a map and see a fresh perspective. have you played aege of mytholgies? that game made an RMG fan and i refuse to imagine a strategy game without a rmg generator.


RMG's are of extreme importance for longevity of a game, I agree. But on the other hand, RMG's will never give u "The Lone Knight", "To Kill for Power", "The Dragon Slauther" and "300" to name a few H3 great maps.
We need both RMG's and easy to use designer tools, and hopefully a powerfull and understandable script language. And of course, the end of world's hunger and peace on Earth.

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