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Hellgate: London Interview

PC Interview by Robert Purchese

11 May, 2007

Hellgate: London's been making big noises ever since it was announced at E3 2005. Gurgling and frothing, mostly. The combined effect of a developer formed by ex-Blizzard staff and a gorgeous cinematic trailer piqued many interests including ours.

It's progressed well too, moving from the realms of the unknown into a good-looking and impressive PC RPG - attracting EA to help co-publish the title alongside Namco. But Bill Roper and his Flagship Studios didn't want to stop there, and soon announced that Hellgate would feature an optional MMO multiplayer mode.

Inevitably this raised as many questions as it answered. For a start, what is it? RPG or MMORPG? How much will it cost? What's happening to the single-player game? It left us all a bit confused. Until now, that is. Because we've cornered Flagship CEO Bill Roper in an effort to iron it all out. And, much to our delight, he's done just that.

Eurogamer: You've mentioned before that Hellgate will offer a tiered multiplayer offering - either a limited version for free or the full-package for a price. Which pricing method have you decided on and how much will it cost?

Bill Roper: First off, it is really a misnomer to call the free version "limited", as it is the ability to play the entire game online in a secure environment for free! This is very much in line with what we did with Diablo II and is something that all of our fans wanted us to figure out how to make happen. We're excited to be able to bring gamers an amazing online experience which is included with their single player game.

For gamers that want more, we're committed to creating ongoing content and provide meaningful updates. This requires us to maintain not only a robust online environment, but also a full team of developers to both tune and tweak the game, but to create that new content.

Players that want to subscribe to the game can get this additional service and ongoing content for USD 9.95. We've only set the pricing in the U.S. as of now, but we're working with our publishing partners around the world to find an equally friendly price for access to the ongoing content.

'Hellgate: London' Screenshot multi1

Multiplayer mayhem. Kill it!

Eurogamer: The enhanced multiplayer mode is being described in similar terms to an MMO. What elements will we see that are familiar to that genre, and how will they work in Hellgate?

Bill Roper: Hellgate: London is probably going to incite a massive debate as to whether it is "really" an MMO since it doesn't perfectly match what other MMORPGs do in terms of game play, content, and so on.

We'll have all of the community elements you would want from an online RPG, such as guilds, highly manageable friends lists, an auction house, advanced grouping options, and so on. As for game play, we're working on everything from raid content to PvP; from special group and guild events to real-world calendar timed events - on top of different game play modes.

The greatest advantage to being able to provide continual content is that we can interact directly with our players and work to enrich and enhance the game in ways that will be interesting and exciting to them. This back and forth with our players, and then putting those things into the game, is one of the things that make an MMO special.

Eurogamer: Do you think there's still value in the existing MMO model?

Bill Roper: Definitely, but there is also a real outcry for something new and different. With Hellgate, we're focused on creating a different style of MMORPG that has the great elements of various styles of games.

We're much more action-oriented and focused on getting players into the fun quickly. We use dynamically generated content and the power of randomisation to craft a game that is constantly new each time you play. Our goal is to take the best parts of classic MMOs and enhance them in new ways, ending up with something that is really unlike any experience players have seen before.

'Hellgate: London' Screenshot summoner

I summoner.

Eurogamer: Online games require a huge amount of time and money to create and maintain. Has creating this aspect of the game detracted from the single-player experience?

Bill Roper: Not at all. We have been able to use the single-player game as the foundation and springboard for the online experience. We know that a compelling single-player game is something that a great many gamers still want, so to be able to provide that and also create a compelling online game was our goal from day one.

Eurogamer: Will we be allowed to use our characters from the single-player campaign when we play online?

Bill Roper: Unfortunately we can't let players use their offline characters in our secured online environment because we can't know what players have done to those non-secured characters. Fun and security go hand in hand in our online plans, so ensuring that our online characters are "legit" is of high importance.

Eurogamer: Will we be able to play through the single-player campaign with a friend?

Bill Roper: You can play through the single-player storyline with your friends online for nothing more than the cost of buying the boxed game. This was essential to our plans and is something that we've gone to great lengths to ensure can happen.

'Hellgate: London' Screenshot multi2

Heal plz!

Eurogamer: MMOs routinely feature patch updates that bring in new content, and expansion packs. How do you plan to support and keep Hellgate's online options fresh?

Bill Roper: We need to be able to make the same commitment to our game as our players have shown they do. This means we're in it for the long haul and will be making continuing improvements and changes to the game through not only patches and tweaks and fixes, but more importantly with substantial new content. This is why working on continuing content is so important to us.

Eurogamer: Have you considered other cities for future Hellgate expansions or games?

Bill Roper: We're very focused on completing the game and then on providing continued support and continuing content. That being said, we relish the idea of being able to potentially explore the mythology and heroes, history and mysteries of other cultures and places.

Eurogamer: Would Hellgate translate to console? Are there any plans to bring it to Xbox 360 or PS3?

Bill Roper: Flagship is a PC-focused development studio, so our chief concern is getting the game done for that platform.

'Hellgate: London' Screenshot hive

That's a Guardian, that is, posing with a nifty Hive Blade.

Eurogamer: The game is due to be released in September. How near to completion is it? Are you going to hit your summer release target?

Bill Roper: We are working as hard as we can to get the game out to players this summer. We're excited at the progress and expect to go into closed alpha testing soon. As with any project of this size and complexity, it is impossible to tell now exactly when we'll be able to sort through all the vital bugs, nail down those last bits of balance, and release the game in the polished state we know that our fans expect.

We are on track to get the game done in our timeframe, but as we've all seen with the success of the games we previously worked on, releasing absolutely our best effort is the most important thing.

Head over to our Hellgate: London gamepage for the latest and exclusive screenshots.

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Comments: 1-16 of 16 in total

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disc
11/05/07 @ 06:36
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Is this the new episodic delivery method? Pay for stuff that may or may not be produced per month?
Olemak
11/05/07 @ 07:17
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Seriously underwhelmed, here. I'd actually be a lot more interested if it was either a straight-up, standalone PRG shooter or a straight-up MMO. This " a little bit of both" is off-putting. I seriously think the Guild Wars model whould have worked much better for them.

What happens if I cancel my sub ater a week, getting the lates stuff downloaded, then play for "free" for a few months, renew to get the next update, cancel again, et cetera?

This sounds messy and inconvenient. Plus, I am not sold on the gameplay: to date, there has not been a decent MMORPG shooter (including PlanetSide), so I have doubts about this one too when I hear it has a "MMO element". Bah humbug.
UncleLou
11/05/07 @ 07:44
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It's fascinating how Flagship Studios try something little bit different, and people neither understand the game's concept (it's an action RPG, not a shooter), nor the online side of things.

Looking very much forward to it, it's about time someone did a futuristic Diablo.
ZuluHero
11/05/07 @ 08:40
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as long as i can play though the story with my friends online for 'free' i'm happy. And using the 'free' online mode to see what the experience is like before paying any subs sounds fair to me.

I think that if they are allowing people to do that they are confident that people will see something good enough to want to pay extra for.
Olemak
11/05/07 @ 09:15
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(it's an action RPG, not a shooter):

What is the difference between an action RPG with guns and an RPG shooter?

Futuristic Pay-to-play Diablo sounds accruate, btw. Only I guess it's not, becaus I don't really have to pay if I absolutely don't want to, so... I'm a confused. An established payment method, like regular expansions - even monthly expansions, where I choose which ones to pay for, would be less confusing. To me at least. I'm just saying.
Laserbream
11/05/07 @ 09:18
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You forgot to ask how or if premium content will feed back into the offline game. I'm not saying offline players have a god-given right to whatever online players receive, I'm just curious about how the whole subscription thing will impact on offline gamers. Will offliners receive bug fixes only? Or bug fixes, new loot but no new enemies or areas? Etc etc...
UncleLou
11/05/07 @ 09:39
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(it's an action RPG, not a shooter):

What is the difference between an action RPG with guns and an RPG shooter?


Well, I'd say Deus Ex is an RPG shooter. HG:L is a stat-based action-RPG with auto-aiming and an optional first-person perspective, so I think the term shooter is maybe a bit misleading (as many people seem to think it's a first-person shooter).

Unless you'd also say Diablo is an RPG sword-fighting game. :)
Freek
11/05/07 @ 11:03
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It's most defeintly not an FPS, they covered that on the 1up Yours podcast. The camera can be putt in a first person perspective but the gameplay is 100% action RPG ala Diablo.
WrongShui
11/05/07 @ 11:15
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I imagine its as much a shooter as Bloodlines was.
Whizzo
11/05/07 @ 11:20
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Hunters play like an FPS, the other classes don't.
Ryuken
11/05/07 @ 11:53
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Still buying it probably (Diablo I and II had "it") but the Elite-stuff just seems out-of-place.
ZuluHero
11/05/07 @ 11:57
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i think that strip is a little bit exaggerated. Still funny as hell though :)
Laserbream
11/05/07 @ 13:00
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I love the t-shirt with "Armor" printed on it :)

Seriously, I don't envy Roper. As others have pointed out, his superiors are likely pushing the game in the MMO direction because they want a piece of the subscriptions pie.
Freek
11/05/07 @ 19:34
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At some point the MMO bubble is going to burst, woulden´t want to be an RPG developer when that happens.
VMerken
12/05/07 @ 23:43
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If they can make the single player experience as engaging as Diablo 2, I'm sold... let's wait and see what the press has to say, then ignore them and take a look for ourselves once the Hellgate is open.
jinyounk
17/01/08 @ 08:47
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i admit its a risky move but i believe the idea is quite intriguing. if they can get it to work, im sure they will find success. right now its a little buggy but the concept is solid.

Comments: 1-16 of 16 in total

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