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Curse/LegoUni Interview Lego Universe Creative Director Read our interview with Ryan Seabury

#1 User is offline   DoranM Icon

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Posted 22 February 2010 - 04:57 PM


Curse.com Interview with Ryan Seabury, LEGO Universe

Creative Director (and NetDevil Co-Founder) 
 

Q: What were the greatest obstacles during the development? 

The potential of LEGO Universe is both one of its greatest strengths and one of the biggest challenges we’ve faced in the game’s development.  When you talk about a universe that can cover past, present and future, not to mention any genre or setting imaginable, where do you start?  Deciding where to begin and what to include with such a massive array of options was the first hurdle.

Another big technical challenge is rendering LEGO bricks in real time, to a quality level that meets LEGO’s exacting standards so they still look “LEGO enough”.  Since Players can build models in ways we cannot predict, dealing with hidden surface removal and model optimization is non-trivial and must also happen in (or near) real time.  Combine that with a game that must be playable on a wide range of computers, to accommodate younger audiences who don’t always come equipped with the latest high-end systems like hardcore gamers…  Luckily, I am fortunate to be working with some of the smartest, most creative and passionate people in the world on the LU team and all the teams that support us.
 
Q: How much creative influence did the LEGO Group have over the development of LEGO Universe?  

NetDevil has been working hand-in-hand with the LEGO Group since day one to ensure that LEGO Universe embodies the LEGO play experience, and that it offers new ways for long-time fans to interact with the LEGO brick.  LEGO has been such a great partner in this regard; they have never really dictated game design and have always supported us to explore and learn what would make the best LEGO experience in an MMO context.
 

Q: Can you tell us the scope of the world you are working with? How big is it and how much time can players spend exploring?
 

As I mentioned earlier, it would be impossible to include “everything LEGO” on day 1.  So we’ve worked hard to carefully select the initial content available in the game to be a good starting point that sets the stage for lots of expansion over the years, both in terms of official content that NetDevil and LEGO release, as well as allowing for community content to flourish. 

Having said that, LEGO Universe is a game first, a full-featured MMOG.  So there will be several worlds to explore, each of which have their own local stories and events that tie into the overall fiction of the universe on a larger scale, with replayable minigames and instance scenarios branching off.  There are plenty of nooks and crannies with secrets to uncover, and loads of collectibles to find along the way. 
  

Q: What have you created for players by way of end-game content?  

LEGO Universe features an original, epic storyline – a quest to save imagination from a malevolent force of chaos and destruction.  Creativity is the ultimate weapon against the baddies.  As such, the ultimate goal of any player minifig is to use their creativity, both literally in-game with the Imagination stat, and figuratively with the player behind the keyboard and the content they can dream up.   

Usually when someone talks about MMO “end-games”, we start imagining large group raid content and the like…  Our game loop will be different, and hopefully a refreshing change from the run of the mill MMO.  I would describe it as follows: battle, adventure, play games, collect gear, models and bricks, build on your property, bring your creations to life, then rinse and repeat to keep making cooler stuff on your property (and playing in your friends’ properties as well). 

Of course your minifig becomes cooler and more powerful with all the gear you get along the way, not to mention you can compete with your friends for high scores and achievements in several of the replayable minigames and scenarios.
 

Q: Will there be a console version? 

Personally, I sure hope so, as I’m a big console gamer.  However, so far we can only confirm a PC version launching later this year. We are definitely exploring other platforms to make the game available to as many players as possible, and hope to have more information soon.
 
Q: What is the upper limit on the size of player's creations? 

We’re still working that one out. J  It will certainly be large enough to do plenty of cool stuff.

 
Q: What are some features that were considered but did not make it into the game? 

Too many to count!  When you talk about a LEGO MMO with anyone who is even mildly interested in LEGO or games, the ideas never stop coming.  Suffice it to say, we’ve got a truly epic backlog of features and content we’ll be rolling out over the next 10-20 years. :P 

Our general rule of thumb is- if we can’t do it great right now, postpone it to a later release.  As anyone who plays MMOs knows, they are in reality an ongoing service.  The nice thing about the MMO format is that nothing ever has to be truly cut, it’s just a question of how long until an idea can make it in.  I will give you a specific example, though, so I don’t just answer the question in an annoyingly vague way.   

We actually had a prototype running for over a year of a really cool team based PvP scenario with time-based objectives, where you got to either defend a pirate base or attack it on the side of the ninjas.  Despite it being pretty fun in rough form, we just didn’t feel it would come together as polished enough for our initial release given how ambitious the rest of the game is.  Since it wasn’t really core to the larger vision of the game, it got bumped in priority to an undetermined future release.   

Q: Will there be zones for PvP?

 

Although there are ways to compete with your friends, the game will focus primarily on cooperative play initially.  We know at some point we’ll want to introduce further PvP elements, and when we do it will certainly be agreed upon by all players beforehand, so you know what you’re getting into. 
 

Q: What are your thoughts about showing the players statistics for items in the game? How important will items be in combat both PvE and PvP?
 

Since a minifig should be a very flexible avatar by nature, all of your minifig’s abilities come from the items they have equipped.  Thus, items aren’t just fun to collect and show off, they are everything to your identity and role.  We’re constantly refining and streamlining UI for this, and I’m sure that effort will continue well past our initial release. 
 

Q: Will there be rare items, both equip able and useable for home decorations?
 

Players can collect a massive amount of items in the game- from bricks and coins to clothes and collectibles, weapons, pets, and all kinds of models.  Certainly, the coolest minifig accessories will be much harder to get than others.  Bricks are probably the only category of loot that doesn’t really use the concept of rarity, since it would be pretty frustrating in the build experience and we want to encourage creativity, not hamper it. 
 

Q: Can you tell us more about the friend and "best-friend" system?
 

Friends is the casual concept of friending in MMOs that we are all familiar with.  “Best Friends” is another level above that.We’re looking quite closely at a modern social networking model, in that your best friends are people you can prove you actually know in real life.   

Since best friends know each other (or their parents know each other), best friends can be more visible and accessible than other players. After extensive research and testing, we think this makes a lot of sense because people don’t really care as much about what strangers are doing as they do about their friends. This helps address a massive moderation challenge, encourages more meaningful social play between real life friends and family, not to mention keeps the game a vibrant creative and playful experience. 
 

Q: Is there emphasis on trading between players, and will players be able to craft objects/items and trade?
 

Funny question, building with LEGO bricks *is* crafting isn’t it? ;) 
And yes you’ll be able to trade and share your creations with friends and other players in the game. 

Q: You know we have to, is LEGO Universe something players will be able to enjoy in 2010?

 

Yes! LEGO Universe is launching for PC in the second half of 2010.

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#2 User is offline   Aerocris Icon

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Posted 22 February 2010 - 08:04 PM

I'm interested in the idea that they've got a linear storyline and a level of gear progression throughout the game. I highly doubt it'll be a force to reckon with other large MMOs (WoW, Guild Wars, etc.), it seem like an interesting stray from the original while not necessarily being a generic sandbox, which is what most would commonly expect from a Lego-based MMO. I'm curious as to how updates will be patched (as in, how often and what sort of update patterns they will take: weekly, small changes like in RuneScape; ~monthly patches like in WoW, etc.) considering the level of creativity the team has to go on.
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#3 User is offline   Avicenna Icon

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Posted 22 February 2010 - 10:35 PM

View PostAerocris, on 22 February 2010 - 08:04 PM, said:

I highly doubt it'll be a force to reckon with other large MMOs (WoW, Guild Wars, etc.), it seem like an interesting stray from the original while not necessarily being a generic sandbox, which is what most would commonly expect from a Lego-based MMO.


I wouldn't be so quick to make assumptions about how it will compare to large MMos like WoW. People generally enjoy innovative ideas for games and this might prove rather popular to the general gaming community - or perhaps to an audience of a specific age group. I think it really depends on how much they promote the game (advertising) and how mature or un-mature they make the game.
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#4 User is offline   w13 Icon

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Posted 22 February 2010 - 11:18 PM

I wouldn't even compare Lego with MMOs like WoW and Guild Wars. A lot of people mistake RuneScape for a "kiddie browser game" when it's actually a proper MMO with lots of grinding, skills, quests, dungeons, and PvP. So, to be honest, I can't see Lego stealing any players from RuneScape despite being targeted towards similar demographics.

Still, I think more people will try Lego Universe than the number of people that tried FreeRealms when it first came out just because of the Lego brand.

Most LegoUniverse players will be those that have enjoyed other Lego games such as Lego Indiana Jones and Lego Star Wars. I have Lego Indiana Jones 2 and tbh, I can't really see under 11~12 year olds being successful at it (some parts are actually pretty hard). So, LegoUniverse may not end up with a completely pre-teen member-base.
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#5 User is offline   Monomatapa Icon

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Posted 24 February 2010 - 02:10 AM

View Postw13, on 22 February 2010 - 11:18 PM, said:

Most LegoUniverse players will be those that have enjoyed other Lego games such as Lego Indiana Jones and Lego Star Wars. I have Lego Indiana Jones 2 and tbh, I can't really see under 11~12 year olds being successful at it (some parts are actually pretty hard). So, LegoUniverse may not end up with a completely pre-teen member-base.


I have to disagree on that.
My stephson and son (age 6 & 7) play Lego IJ2 mostly together and are very good at it. They cleared most lvls together.
When the Lego mmo hits the shelfs, I'm probably going to buy it for them, but much depends on the age rating.
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#6 User is offline   w13 Icon

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Posted 02 April 2010 - 04:45 PM

View PostMonomatapa, on 24 February 2010 - 02:10 AM, said:

I have to disagree on that.
My stephson and son (age 6 & 7) play Lego IJ2 mostly together and are very good at it. They cleared most lvls together.
When the Lego mmo hits the shelfs, I'm probably going to buy it for them, but much depends on the age rating.

You must have talented kids! I got stuck at a lot of places in IJ2.

Maybe I've started to get old enough to start underestimating kids!
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