Strife jumped into the online gaming scene just a couple of months ago, and it has since made waves for its “community friendly” features, which developer S2 Games claimed to solve the problem of a “toxic community”.
Touted as a “the second generation premier MOBA”, it is important to note that the game is currently in its Alpha phase now, with changes bound to happen before official launch.
Recently in Singapore in an event hosted by Asiasoft, I sat down with producer Tim Shannon to talk about the current game. Read on!
A: Development for Strife started 2 years ago, although the idea had been floating around for longer than that.
MOBA is an interesting genre, and currently the most popular genre in the world. As the genre expands, changes will be needed as well. We learn from other MOBA titles, for example the MOBA community may have many fans, but the community is generally toxic/
Strife aims to change that, starting from the structural flaws in game design, eliminate the need to fight for resources within the same team, remove certain unseen “fixed” rules and improve communication between team members.
A: We will have a global client, although players may select the different regions, for example North America, Europe, and Southeast Asia. Our aim is for players from all over the world to play the game together.
That said, if a player from Southeast Asia played more games in the North America server, the match make system will lean towards adding the player into North America-based games.
We are still working on the interface, linking between different regions and how it will work, so stay tuned.
A: Yes definitely, there are plans for more localization being made, but for now there will be English, Chinese (China server), Thai and possibly Vietnamese.
A: If the relevant authorities and government offices in China allows, of course we would love to add the China server into the global list.
A: We are looking only at monetizing items which will not affect gameplay, such as cosmetics items, more costumes, more dyes (even for skin colour).
We are not looking at hero skin, but at costumes. Basically, it is still the same hero model, just with different costumes rather than having a total change in aesthetics.
Currently, there will not be a cash shop list where players scroll and find items, but rather the options to purchase add-ons will be tied beside each feature.
A: As observed from other MOBA titles, there might be over 100 heroes but only a handful of them is really being used. We want to prevent that in Strife by narrowing down the hero pool, encouraging players try all of them out.
About the roles of characters, such as AD carry, AP carry, jungler etc, we are redefining them by making it possible for heroes to take on multiple roles.
This is done via crafting gears out of the game using materials found by completing games and opening the chests. These items can then be bought during matches.
Some crafted items may have more magic attack, some more health points. It is really up to players to see how they want to craft their items, and they can choose which items to accessible during matches for purchase.
A: Players can define the roles themselves, but heroes can be versatile, if you get what I mean, thus not necessarily having the standard role titles.
A: During match making, the system will consider all details, including the items players have.
If a veteran player wants to try out a new hero, the system will not pick on his past achievements or account details, but rather focus more on the hero. Hence, a veteran player with a new hero will most likely be match made with other new heroes.
A: Yes, there is a fixed formula for every situation, but we will not be making the formulas public. We are not stopping players from trying to calculate, though.
And about gold, an enemy hero with a higher kill streak (continuous kills without death) will be worth much more gold. This is to encourage team members to work together and slay him, with the gold split amongst everyone.
A: We were looking for a new way to present this system, something easier to understand. Pets were chosen, each providing heroes with a unique skill which can be used during matches, such as purging, leaping.
A: Yes, there will be evolution. There are currently 9 levels for pets, with 3 evolution stages. Pet levels and evolution stage will be considered during match making as well.
Players are able to obtain pet food from chests after each match, or purchase a boost for faster levelling up. To sum up, the pet system is the account progression feature.
A: We have seen teams where players were not buying wards, matches where someone is singled out because he is not buying wards as a specific role instead of playing the core game.
By having these static observation towers where teams can take control for a short time, we are looking to minimize these team arguments.
A: As mentioned, Strife’s match making system will take crafted items into consideration. Even if a player has more crafted items, it is still down to skills and teamwork to gain victories.
A: So, if a player keeps voting down players in many games, his or her vote will be worth much lesser when it comes to calculating rewards and other stuff. This works for positive votes as well.
If someone’s karma falls below a certain level, chat system will be turned off automatically. We are always ready to fine-tune the karma system if something breaking occurs.
A: Yes, there is no game lobby where players chat. The chat window will appear after each match ends, where players from both teams will be able to communicate with each other.
There will be a chance that players from both sides or even internally start abusing each other, so the setting might change.
Strife also has an integrated VOIP chat system, where players can selectively invite his team members to join to allow vocal conversation during matches.
A: The door is definitely open for more maps and modes, but for now we are looking to polish the current build first.
A: We are actually still debating on this issue. We are going to control the amount of heroes to encourage players to try all the available ones out, but nothing is confirmed now.
We actually prefer to launch bigger, consolidated updates as opposed to the regular short-term content. We are looking at more purchasable match items, more cosmetic items, more pets and stuff.
Since all heroes in Strife are 100% free and no monetization included, there is no point to keep releasing more heroes.
A: The door is definitely open for such features, we talked about it, but there are no plans for now.
A: The storyline will continue to evolve, and we have new cinematic trailers being made to introduce each hero’s story, we have the weekly web comics, and more.
We will look to the community’s feedback on whether to reflect the storyline’s progression onto the game itself.
A: We will like to do eSports for Strife, but we do not want to force it out. We will observe and see if there is enough interest down the road.
A: We have talked about it, and we feel a spectator mode will be a great learning tool for all players.
A: If a player disconnects, he can return to the game if his connection is up again, with no option of joining other games unless the first one has already ended.
If there is a serial game leaver, the system will actually accumulate the downtime and use it as a form of punishment.
*After a couple minutes of struggling*
A: We are currently discussing having a competitive mode for Strife, but it will not be there at launch.
Also, we have some pretty fun AI modes not currently in the Alpha client. There is a mode where the AI bots will be intelligent enough to avoid skill shots once (or even before) players fire them.
That is all for the interview! Closed Beta for Strife is currently scheduled later this year, and players can sign up now at http://www.strife.com/