I figured it was worthy of it's own thread since any question asked of Scott Hartsman CCO and RIFT Executive Producer was fair game. Here's a condensed version of his July 7/27 "AMA" question & answer session from Reddit. I've removed as much as possible but it's still a long read.
Kekoas: Hi Scott, author of KBM here.
Firstly, does anyone in the office use KBM (or any other addons for that matter?)
Secondly, do you feel addons are currently adding or subtracting from the Rift experience, and are they inline with the in-house goals for Rifts future?
Lastly, and selfishly. Any chance you can poke the right people in the office to get together some sort of dictionary for internal texture locations? (including UI) and more importantly for me (this would be the selfish part) a list of Ability, Buff/Debuff and Units type ID’s? A long shot I know, but would help with development my end.
Thanks for the work you guys put in to the API (Watchdog disasters aside, seems to be behaving now), especially documenting it, and also the work put in to giving us a really useful Daily Error Report. I personally appreciate it.
Originally Posted by hartsman
Foolra56: You’ve been working in the MMO business for quite some time it seems. Can you talk a little bit about some of the big things you’ve noticed change in the way the business exists over the past 10 years? Everquest was obviously popular, but I imagine everything exploded when WoW was released. How much easier is it now to get funding for an MMO vs 10 years ago?
Originally Posted by hartsman
Originally Posted by hartsman
matthra: There has been some concern raised over Windows 8, by both Valve and Blizzard, is Trion Worlds concerned about Windows 8 and if so why?
Originally Posted by hartsman
PalonHawk: The first MMO I ever played was Ultima Online. I remember times when people would lose years of inventory if they were killed at the wrong time. (House key stolen, etc). Really devastating stuff.
How do you feel about a return to SERIOUS consequences for death in an MMO? Do you think it will ever return to mainstream games or is it too intense for the crowd that now plays them?
I personally think it is the one big thing that is missing from all current popular MMO’s.
Originally Posted by hartsman
bctrainers: -While many can just go look at your LinkedIn profile and get an idea of your past and see the work that you have done at previous companies; what makes Trion/Rift much more addictive/fun than your previous companies/titles?
-When Rift was still in Alpha/Friends and Family, a lot of changes were rapidly taking place with the game. What was the most stressful accomplishment (aside from launch) since launch of Rift during this time?
-If there was one “oops, that wasn’t suppose to happen!” moment, what would have it been in your time in the industry?
Originally Posted by hartsman
MrTravesty: What do you think the future of free to play games is?
Originally Posted by hartsman
uberwolf0: Why do you think so many companies tend to just recreate the same game over and over when they take their shot at an MMORPG? Do you feel that this entertainment field lacks innovation and if so, why do you think that is?
Originally Posted by hartsman
Mordithi: What is your favorite thing to drink while playing Rift?
Originally Posted by hartsman
Zyzyx_rift: How do you feel the new “purposes” (preset soul builds) are working out for new and current players?
Rogue energy regeneration is the single most important issue for quite a number of players. Daglar, a lead dev posted saying that he would look into this back in MAY. Any chance you can let the community know anything about potential progress?
Originally Posted by hartsman
fluxionz: -Repetitive graphics. Where has Rift taken the graphics? Are you doing more interesting/colorful raids, and not recycling graphics?
-Selective guild beta testing access. How do you now handle advance testing of content? Is testing less exclusive?
-RoS and GP felt rushed. GS was obviously not well tested, either. There were TONS of bugs on release. Are new raids being more extensively/broadly tested before release, also?
-Guilds that exploited RoS, GS, and GP for server first kills were not punished. Has that changed?
-RNG achievements. Crazy Critter, I’m looking at you. The fact that critter spawn placement is randomized, so the number of critters you get is random, well. That was incredibly frustrating when we were a guild of highly precise players.
-Nowadays, what kind of healing team do developers keep in mind when new raid challenges are designed?
Originally Posted by hartsman
fuzzyyoji: What is the one thing you think Rift has over the competition?
Originally Posted by hartsman
fuzzyyoji: What class do you play as your main? I’m an altoholic myself.
Originally Posted by hartsman
resson36: My first and second MMO were both Everquest, and Everquest 2, what were your roles on these games?
Originally Posted by hartsman
Lewichan: How did you first break into the gaming industry?
Originally Posted by hartsman
Ceowulff: Currently the Defiant RP hub on Faeblight is protected by powerful KoS guards. The Guardian RP hub has no guards so any defiants can walk in and troll guardian RP without any consequnce. This leads to weekly problems for the Guardian RP players on Faeblight.
Since the lore of the game teaches that the two factions are at war wouldn’t it make sense to have two guards in front of the Guardian RP hub ( the blunted quill in ardgent glade ) who would protect it?
They could have a very short chase range as to not interfere with the rest of the zone activites but this one small change would do wonders for the Guardian RP community.
Any chance you could do this?
Originally Posted by hartsman
Eshne: I’ve seen a lot of the people involved in making Rift are avid players as well. do you guys have to remain secretive about who you are if involved in guilds or do you find people are mature enough to have you guys as regular players?
Originally Posted by hartsman
campermortey: I preordered Rift when it came out, played for a couple months, got burned out, came back, and got burned out. Do you see this as a common problem with MMO’s in general (thus affecting your bottom line) or as something specific to a game?
Originally Posted by hartsman
Ice_Hole: Do you/Trion have any plans/desire to fix up the PvP game and completely flesh it out? Or complete the Conquest feature of the game? Like I said, it all has potential, it just feels unfinished and an over simplification of what it should be. Sadly at this point, it doesn’t feel like Trion, it feels like you gave an intern 2 weeks to make a new game mode.
I like the game, I just feel like Trion neglects their PvP community.
Originally Posted by hartsman
Taylor_Vontell: I’m wondering if Rift will ever be adopting a Free to Play model. It seems like microtransactions are all the rage these days. Is it something you guys are looking into?
Originally Posted by hartsman
TheDingoesAteMyBaby: I have always understood that you were one of the driving forces behind the fairly radical post-launch changes to EQ2 that essentially saved that game from a death spiral…kind of the counterpoint to the equally radical, but completely disastrous, similar changes that were wrought on SWG. Given the very different outcomes that stemmed from these changes, do you think any lessons can be learned on when and how a MMO might want to radically overhaul gameplay? Do you believe that any of the many failed and/or disappointing (from a business standpoint) MMOs released in the last several years would have been good candidates for such an overhaul?
Originally Posted by hartsman
UniverseLost: As a gaming old-timer, from MUDs played over TelNet to dynamic worlds supporting millions of players, I often marvel at how far the technology has come.
Any past examples of concepts you’d redo “now”, if you’d had today’s technology “then”?
Any concepts “now”, that you just don’t feel the current technology can support?
Originally Posted by hartsman
suineg: What do you think about the ebb and flow of nerfs when it comes to raid bosses?
It feels like a boss in a game is set at a certain difficulty until you see that not many people are beating it and then it’s nerfed until a few more beat it and then nerfed again so anybody can beat it.
Is this just the nature of not knowing everyone’s skill level so you need to start bosses off hard? It seems like you could hit the middle ground leaving you some wiggle room for just very slight tweaks.
Originally Posted by hartsman
Intravax: The art style of the weapons and armor has come a long way since the game first launched. We now see a lot more weapons with more elaborate designs and effects. Were the artists limited in the beginning on what they could do by resources/time/scope or did you just need to encourage them a bit more so they could take advantage of the powerful toolbox you guys have to work with?
Originally Posted by hartsman
ErrnieGerrn: I would like to formally request more Rift activity on Google+. From you and your minions
Originally Posted by dahanese
saberdoom: How did you start as a producer?
What did you do before?
What’s your education background?
Biggest challenge?
Originally Posted by hartsman
StupidGenius: Is there any thing in the works to make HK faster, of dare I say nerf it? For example, decreasing trash pulls between the downstairs bosses? I know my raid team is lot more likely to wipe on some of the large trash pulls(like the groups between Murdantix and Zilas) than the actual bosses themselves.
Second, I hear a lot of horror stories about working in the game industry, such as horrible hours, over worked/under paid, unstable work/not knowing if you will have a paycheck next week, contractors being treated like crap, etc.
Do you have any advice for those looking to get in to the field to avoid those types things?
Originally Posted by hartsman
slabby: Will existing souls be redone for Storm Legion? I’m particularly hoping Bard will become something fit for a video game and not some elaborate way to put a member of the raid to sleep during encounters.
Originally Posted by hartsman
xanduin246: You guys should let me buy SL already!
Originally Posted by hartsman
CalmWalker: When you were designing the game, did you work at all to build in fun stuff for solo players, or even making the game playable long term for a solo player?
Originally Posted by hartsman
Chocobaba: I just want to congratulate you on the speed of your updates, the constant interesting content, and the SHIT TONS of things you can do in Rift. I wish all devs were like Rift devs. Really awesome job you guys are doing.
Originally Posted by hartsman
apmcmillan3: +1 To Experience Loss on Death…with some experience returned with proper resurrections. Death is inconsequential now, and I miss the consequences.
Maybe a server with tougher rule set and greater rewards.
Originally Posted by hartsman
Noressa: What is your favorite part of being with Trion. What excites you there, with what you’ve done previously and where you’re going.
Frivolous/fun: I need to know about shoulder cats. Thoughts? Opinions? Arm availability? And corgis. Seriously why not ponies or other random objects of cute?! (So much corgi love in the Rift community.)
Originally Posted by hartsman
Foolra56: Can you talk a little about how you see the raid design plans continuing to evolve in to Storm Legion? Obviously you cannot reveal specifics of boss fights or anything, but I am interested more in the how-to part of the raid design and what has changed since launch and is still changing as you head in to your first expansion. Specifically, can you address design thoughts on raid testing and requirements for specific classes to fill a role (ie, Laethys all but requires a cleric tank).
My second question is one that was raised in the Community AMA yesterday but wasn’t answered since they were the wrong folks to ask. Do you feel like resist gating (requiring the farming of resist essences for sigils/source engines for certain bosses) is a mechanic you like? Is it something we can expect to see more of in the future?
Originally Posted by hartsman
reilwin: I remember reading about the amount of effort Trion put into Rift’s launch day: practice “launches” done repeatedly in the weeks leading up to launch. Do you think since that the effort expended was worth it? Knowing what you know now, what would you have done differently?
Originally Posted by hartsman
Agelity: What type of things are you and your team looking at specifically?
Originally Posted by hartsman
TheAnthal: Are there any plans for an endgame that relies less on stats, and more on execution?
Originally Posted by hartsman
Seffaer: Anyway, as a game design major who is nearly ready to apply for a job, I am looking for advice on what interests top-tier game companies like Trion Worlds?
Originally Posted by hartsman
injekted: Guild Wars 2 comes out in just over a month. People say that it’s going to change the face of MMORPGs. What are your thoughts on that?
Originally Posted by hartsman
Treskol: What is your opinion on esports? Was it something that you considered when Rift was being created, or currently being considered for the Storm Legion expo?
Do you watch any current esports?
Originally Posted by hartsman
Allhopeislost: Scott, I read somewhere that not much new blood enters the mmo development world. Ie the same people move from project to project. Is this true? Do you, for example, work with mostly people you know from other mmo’s you worked on? This would somewhat explain the fact that most mmo’s are so much alike.
Originally Posted by hartsman
ComedicCounterpart: What is your favorite meal?
Originally Posted by hartsman
x-rayrockabilly: What is your favorite type of cookie?
Originally Posted by hartsman