Gods & Heroes: Rome Rising Updated Q&A - High-Level Content, Quests, and Community

Design director Stieg Hedlund returns and tells us new details about this Roman-themed massively multiplayer role-playing game.

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Check out gladiatorial combat in Gods & Heroes.

Most massively multiplayer role-playing games set themselves in fantasy realms that wouldn't be too out of place in a J.R.R. Tolkien novel. You get to create a fantasy character and adventure around in virtual worlds populated by orcs, elves, dwarves, trolls, and more, along with thousands of other players. That's not going to be the case with Gods & Heroes: Rome Rising, the upcoming massively multiplayer RPG from Perpetual Entertainment and Sony Online Entertainment. Gods & Heroes is set in the rich mythology of Ancient Rome, as you'll create a Roman character (choosing from careers such as gladiator and rogue) and then battle creatures taken from myth. Perpetual is packing a lot of content into Rome Rising, and to get the details, we caught up again with design director Stieg Hedlund, who also designed the hit RPG Diablo II. Gods & Heroes is scheduled to launch this winter.

GameSpot: First, can we get an update on Gods & Heroes? Where is the game at? And what is the development team working on right now?

Stieg Hedlund: Right now, Gods & Heroes is in the preliminary stages of a beta test and the team is focused on getting the remaining content--classes, minions, and quests--ready for launch. So as you can imagine, it's basically controlled chaos around here.

GS: There are about 1,000 skills, as well as about 1,000 god powers in the game. Are you afraid of overwhelming the player with so many options? How do you present this to the player so it seems very logical?

SH: Well, if you logged in and were immediately confronted with a thousand skills and powers to sort through, then yes, we'd be concerned about overwhelming the player. As it stands, the large number of skills and god powers are spread out over six classes, and in addition, they're not just dumped in the player's lap without just cause. Presentation is actually our ally in this case thanks to the fact that the player is a scion of a particular god; thus, a player will find that his god is the guiding light over time, helping with the discovery of his newfound powers.

Overall, we're pretty comfortable at this point at how the player progresses through the game and the acquisition of new powers and new skills. As we continue through the beta stages, if we find that players are telling us that they're feeling overwhelmed, then we will adjust the progression accordingly.

GS: The game has a maximum level cap of 50, so how much playing time do you estimate it would take to reach the cap, assuming you play about one or two hours each night?

SH: It's hard to tell at this point. I mean, everyone hopes that they've created a game with the right amount of content to keep the insane powergamer at bay for at least a couple of months the first time around, weeks if you're really unlucky. Yet, at the same time we're careful to remember that there's no fun in the quagmire that tedious content can create for the casual gamer. I'd say right now the casual player can expect that the road to 50 should be on par with most massively multiplayer role-playing games, if not a little bit more challenging.

GS: OK, imagine that someone has played quite a bit and hit level 50. What sort of content is being designed for high-level characters? What's the incentive to keep on playing after you've hit 50? Will there be plenty of stuff to do, or do you create a new character and explore a different character class and skills?

SH: When you hit level 50, we automatically kill your character. Well, that might be a bit of a lie! In reality, we have quite a bit of content planned for the 50-plus players, but by the same token, we certainly want to encourage players to try out the various classes and skills.

As far as the post-50 content goes, players can expect to see themselves as key elements to the growth of the story and the game overall. We'll definitely have plenty of high-end content for all types of players, from casual to hardcore, and it's at this point that players will really begin to get a grasp of what we mean by an "epic" storyline.

GS: Give us an example of some of the level-50 skills and god powers that you can unlock in the game? What are some of your favorites, and why?

SH: We haven't really talked much about post-20 content at this point. We've been deliberately keeping a lot of our upper content under wraps and really pushing the up-to-20 content that players can expect when they log in.

I think the most we want to say about level-50 skills and god powers is that it's really what a player would expect from an epic-level hero. The whole point of Gods & Heroes is that the player is directly descended from the gods, and as such, rightly lays the divine judgment down on some equally epic situations. We've built the game on the premise that when players reach 50, they're pretty in tune with their chosen god, and vice versa, so that god trusts the player, and in turn gives him the most jaw-dropping and outright devastating powers. When it comes down to it, it's all about gods trying to outdo one another and the player ultimately benefiting from their vanity.

GS: We know that crafting won't be in the game at launch, but what can you tell us about the crafted items in the game? We imagine that there's going to be a fair amount of randomly generated magical items, but are there also going to be plenty of one-of-a-kind items that were specifically created by the development team?

SH: There really isn't much to talk about with regard to crafting at this point. We are acutely aware of how integrated crafting has become in the massively multiplayer role-playing genre, but we also understand that it is not the single system that makes or breaks Gods & Heroes, or any massively multiplayer RPG for that matter. If we did decide to ship a player-crafting system, we feel that it would have to genuinely enhance the game as a whole.

Right now, this means that we are focusing our "crafting" efforts more on the minion and not so much on the player. After all, the base player experience already revolves around the acquisition of epic items and other loot during his journey through the game. Since minions don't get any of that sweet loot, part of what we feel crafting can actually bring to the game is the creation of unique items and gear that other players may or may not be able to acquire for their personal army. I think there's a certain amount of personal pride that's associated to the discovery of new recipes that make your minions more powerful and unique looking. After all, there's no better feeling than having the rest of the world stare in envy as your army marches by in newly discovered gear.

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19 Comments

  • poyupop

    Posted Nov 8, 2006 2:07 am PT

    I have a feeling this game will disapper w/ warhammer/vanguard and Age of Conan on the horizon.

  • cjcr_alexandru

    Posted Nov 5, 2006 8:44 am PT

    1000 skills and 1500 quests sounds good. Let's see if it is good enough to make me start playing MMOs.

  • kukukuk

    Posted Nov 4, 2006 2:47 pm PT

    SapenNamen is right. The Romans took the Greek myths, and just changed the names of things to make it their own. They are the same myths, just different names of the gods.

  • Brian_WCU

    Posted Nov 4, 2006 2:33 am PT

    can't wait for open beta so we can see how this game is, I'm still on the fence on it.

  • SapenNamen

    Posted Nov 3, 2006 5:38 pm PT

    Greek and early Roman gods and mythology are pretty near the same. Like most cultures, Rome took elements from the previous "civilised" race, the Greeks. Jupiter and Zeus are, more or less, the same god. Same with Mars and Ares and all of the others.

    They had the same stories and the same monsters. They just called them something different is all.

  • martini_man

    Posted Nov 3, 2006 3:01 pm PT

    ...this looks like a pretty cool game and all but not to be looking too much into this game what i see is its all based on greek mythology, not roman. the only thing roman about it is the look of the fighters and some scenery...kinda weird that they would overlook that one...

  • Nolan16

    Posted Nov 3, 2006 12:50 pm PT

    Lol that guy beat the hell out of that chick and she had a weapon. well all though women arent as strong as men. i dont mean a women that works out and some loser who dosent. acorse i bet the women would be stronger. but a guy that works out and a girl that works out the man will be stronger just becuase horemones. im going way off subject though lol. any ways looks like a cool game i love playing gladaitor games only thing i wish they would add blood and gore make it feel like a real fight.

  • nephthyswandere

    Posted Nov 3, 2006 11:47 am PT

    The vid of the fight looks like Street Fighter for Sega Genesis.
    I'm not holding my breath for this one, much bigger things on the horizon.
    $.02

  • Saint_Francis

    Posted Nov 3, 2006 11:25 am PT

    This MMOG can go either way. Very interesting so far and I will continue to follow this game and see what developes.

  • Gamepro2421

    Posted Nov 3, 2006 11:07 am PT

    I'm always skeptical when a developer says that they want their MMO to be "focused on community and teamwork" after seeing what a pain in the ars D&D was. The customization options and crazy number of quests has me interested though, since i hate in WoW when you finish all your lvl 45 quests and still have half an exp. bar to fill so you just have to gind out a half lvl for two hours...hopfully 1500+ quests at launch will help fix that problem, can't wait for the open beta.

  • Bauxetio

    Posted Nov 3, 2006 9:16 am PT

    Yay, sexy warrior women in ancient Rome. I cannot wait to see how many horrible defacings they made to Rome's history in order to make the game look cool.

    This makes me a little sad.

  • TintedChimes

    Posted Nov 3, 2006 6:59 am PT

    slice and dice baby!

  • EnnV

    Posted Nov 3, 2006 3:57 am PT

    Besides Darkfall and Conan this is the only MMO that is really keeping me interested. Without player crafting at launch though this game could be a flop. They will have to keep the content persistently peaked in order to keep players, hopefully none of the MxO fiasco though.

  • Roland123_basic

    Posted Nov 2, 2006 9:59 pm PT

    uh.... i call huge flop

    this game will be lucky to see 20K subscribers.

  • tricache

    Posted Nov 2, 2006 7:24 pm PT

    bring on the open beta I say cause this looks amazing

  • lightningamer

    Posted Nov 2, 2006 7:21 pm PT

    Looks like a great game and I can't wait until it comes out.

  • blacklodus

    Posted Nov 2, 2006 6:49 pm PT

    I am liking the looks of this game so far. l'm a huge myth fan and cant wait to see what they do with this game.

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