DH: Is there anything you learnt from CoH, or wanted to do with CoH but couldn't, that you've now implemented in Champions Online.
BR: Intimately knowing what players want from a superhero MMO is a huge benefit, and Champions Online takes full advantage of that knowledge. There are many elements that players of City Of Heroes/Villains will be familiar with, such as a detailed costume creator, but with far more options and possibilities than were there in those games. We also have entirely new concepts in Champions Online, such as the Nemesis system. Being able to design, experience, and share content you've created is a fantastic step forward in the MMO space. It's less a question of doing things better than were done in City Of Heroes/Villains, but more of using that background to make the next step in superhero MMOs.
The depth of the character creation and customization process is a perfect example of this. The amount of personalization in Champions Online is incredible. The costume creator is a step beyond what was created for City Of Heroes, but that's just scratching the surface. Players able to build heroes by using and combining all of the powers in the game as opposed to being locked down to a class or theme. They can even choose the emanation point of the power, meaning that force bolts don't have to come from their hero's hands - they could come from their eyes, or chest, for example. All of this is designed to allow players to truly create the hero they envision.
DH: The Nemesis feature is obviously a big part of what sets Champions apart. Just how much control will players have over their arch-enemy?
BR: Players design the look, powerset, personality, minions (and THEIR powers) of their Nemesis. They then begin a journey of battling their arch-enemy through both randomized and custom-designed missions. There are ambushes that can occur anywhere in the world, and missions that take place in specific, story-driven locales. These showdown locations are pretty incredible and are really fun to fight through as you face down your greatest enemy.
DH: Will there be any end-game raiding progression?
BR: We know that many players love collecting and spending a lot of time building towards a long-term goal. There are a wide variety of rewards for characters as they grow in experience. All new areas to discover and explore, special UNITY missions and repeatable instances, new powers and associated advantages, hundreds of perks / achievements, origins and talents, items, crafting, super stats, PvP game types and rankings, and of course the Nemesis system - and more. Some of the longest-term perks have fabulous rewards but will take players many hours to achieve, so we're hoping we have something for both the casual and hardcore player.
There are also more ways for players to continue to customize their heroes. In terms of just appearance, every new power you gain can be tweaked and tuned in terms of either hue, emanation point, or both. You can also always visit a tailor to change the look of your costume, or create entirely new ones as you unlock more costume slots. You'll want to do this as you gain more and different costume pieces as mission rewards, created items, rare drops, and hidden rewards for completing perks or competing in The Hero Games.
DH: Champions will feature cross-platform play between Xbox and PC. Will accounts be transferable between the devices?
BR: We haven't made decisions such as cross-platform accounts and we won't be able to until those business-related issues are dealt with on a higher level. We've got some great technology in place that allows us to have cross-platform play, and I'm sure our billing and support software is equally up to the task.
DH: The Xbox version will release later - are there any inherent issues to be addressed?
BR: We've been focused on what is our first platform for launch, which is the PC. There is no technical reason the PC and Xbox 360 versions can't play together, and we've kept an eye towards compatible play. Whether or not players on both platforms would team up is a decision that is still a long ways off. The consoles are ripe for an excellent MMO, and we're hopeful that the action-oriented game play of Champions is just what the evil doctor ordered. The connectivity and power of the console systems makes this an excellent time to be getting an MMO out there.
DH: What are you ongoing plans for future content releases and patches?
BR: We're dedicated to providing a steady stream of updates while also greatly expanding the overall content of the game. The goal is to do this on staggered schedules so that there's always something right around the corner, say every couple of months. We want the Champions universe to keep on getting bigger, better, and more fun. And we'll be sure to let our players know what we're working on and when they can expect it.
DH: Important question - who would win in a fight? Wolverine or Batman?
BR: I've been an XMEN fan since high-school, so I have to go with Logan.
DH: Thanks for your time, Bill. Champions Online is due for release on PC on September 1st.
Issue: 111 | April, 2010