Exclusive: Pantheon Development Team Q&A

We talk to several members of the Visionary Realms team to get the skinny on Pantheon

Salim Grant, Director of Development


Vanguard's launch suffered from some performance and technical issues at launch, which some would say really hurt its chances for success. What's different now in your approach to engineering to avoid similar issues?

I think the biggest difference is in the tech we are using and how we are approaching scope. Vanguard just got too big and as a result some things suffered; one of them being performance. We want to understand the relationship of scope to team members and manage that much better. 

 

Fellow Kickstarter brethren Cloud Imperium has taken the tact that high-end PC hardware will be required to play their game Star Citizen. What are your hardware goals for Pantheon to deliver the experience you envision?

We want to find a balance between a great looking game and platform proliferation. Using Unity gives us a big headstart in that regard. We will not be releasing a game that requires a high end machine to run it.

 

Vu Nguyen, Dungeon Designer


You are known for some of the most memorable dungeons of EverQuest, such as Old Sebilis, Estate of Unrest and more. What's your personal philosophy on open-world dungeon design?

To me making a zone is a chance for me to take a person on a little trip that they cannot go on in the real world.  I think a person logs in to experience what they cannot in real life and that is what I try and deliver to them.  

 

Ultimately my goal is to take them to a place they can only dream of, or in this project, places that nightmares are made of.

I think it is also a good idea to control the players visibility, a player should be able to see their destination but have to figure out how to get there.  Fear comes from not knowing what is around the corner and in controlling the visibility of what a player can see and what they can’t can create mystery and surprise.  Storyline and lore are important because there should be a history and reason for the zone existing, and that without the players the zone should still feel like there is life that continues in there. There should be themed areas and a narrative that explains what has happened or is happening in that area.

I also like to give players options on which route they want to take instead of being on a linear path.  Sometimes there will be choices a player has to make and commit to that decision as there may be no way that they can backtrack if they have to drop down to a ledge to enter a space.  I like to use a lof of height in an area and make narrow ledges and bridges to increase the sense of danger.  Trap doors and secret areas are also good for the players to have to stay alert, and reward them for exploring.  With that, the zone should look good and things should be place spatially with the right proportions and an interesting flow intersecting the screen providing many picturesque spots to enjoy the scenic view. Plus, they should run efficiently and have no bugs. I do have a bit of twisted humor and tend to throw in some weirdness just for fun to mess with people, so I guess you will just have to wait and see.

Tony Garcia, Lore & Narrative


For many players, the setting and the lore has to be strong enough to give context for all of the things they're going to be doing. Could you talk about how the world of Terminus was born?

I initially created three fictional worlds to base the game world on. As the team’s goals became more focused it became clear that we needed a world that was epic, utilized traditional fantasy elements, had dramatically diverse environments and was easily extensible.

We also did not want to create the standard world progression of mortal realm to planes, but we did want to include deities. What was born from those original three worlds in order to serve our final goal was Terminus, a world of worlds where the realms have come together rather than the world acting as a portal. Here upon one world in the wake of cataclysm planar collisions, civilizations and pantheons collide. Having been removed from their planar roots, gods are severely dependent upon the number of followers.

How they coexist and survive will vary from land to land as players will discover.

 

What are your plans for getting players involved in the story while playing the game? How will it be presented to them?

Pantheons. Our world is host to a large number of pantheons. Each of these pantheons has its own story and its own set of rewards. 

As an adventurer, you will find that most of your gear and abilities are tied to any number of these pantheons so simply by earning rewards you will be introduced to the story of Terminus. 

To aid in telling the tale of these pantheons there are three primary forms of narrative within the game world.

  • There is the story of the region (parent zone) that acts like a D&D setting where the player can delve into its history in a myriad of ways. 
  • There is the adventure point, smaller areas of interest that exist off the beaten path and tell their tales with little to no exposition. 
  • And finally there is a passive narrative that has the player discovering lost artifacts from his origin world that are scattered across the globe. 

By introducing these elements early in the story as well as creating social sites in the world where people can gather before their adventures, I hope to capture the players interest and tell the tales of Terminus.

 

James Rochelle, Art Director


In this day and age, it's hard to make one fantasy world stand out from the next. Could you talk a bit about your approach to Art Direction, and how players will know they're looking at Pantheon when they see art or screenshots?

Basically I’m looking at the kind of high fantasy that contains elements of art that may not always be the recognized standard. Terminus and Pantheon are strange and fantastic worlds and that’s what I want to emphasize. I want to shake up the normal fantasy dynamic by adding artistic twists to the things we sort of take for granted now. Look for some interesting takes on familiar archetypes!

 

Will you be creating more of a stylized look, or going for realism? 

I think we’ve generally decided we want stylized that is reaching for some realism. It’s always tough to explain the idea of what is wanted because those terms usually bring up visual images that may not be what we are really talking about. We’re going for a fantasy art style that is identifiable instantly as Pantheon, but has its roots in traditional art.

 


Let's Kick It!

If you like what you've read and want to support their efforts, the Kickstarter page can be found here. You can also find Pantheon on pantheonrotf.com as well as Facebook and Twitter!

Thanks to Brad, Salim and the entire team at Visionary Realms for their time!  Good luck team, we're fans and we're pulling for you!

Bill "Lethality" Leonard, Social Media Director

1 2 3 Next »

Comments

Post Comment
Follow-up
# Feb 02 2014 at 8:02 AM Rating: Decent
Brad,

Being one of your older players and believers. I feel almost betrayed. You still have not answered this post.

I have now invested in EQ Landmark and Elder Scrolls Online.

I'm not sure what I have done to deserve your silence. I feel I asked you a very fair question. I did see your interview about Vanguard and how you felt so horrible about the cut to your staff. I understand laying or firing people is a horrible experience. However, I want you to feel responsible to the 10,000 subscribers more than to your local staff.

I want to see your next game be perfect but myself and my friends will not invest in you until you answer this simple question.

ADMIN...I want to delete this post it is a duplicate. Please delete do not see an option to do myself.

Edited, Feb 2nd 2014 9:53am by countesscrow
Pantheon and other.
# Jan 25 2014 at 3:08 PM Rating: Decent
Will Pantheon and Everquest Next be released on PS4?! if so, will it be this year or on 2015?

Edited, Jan 25th 2014 4:15pm by Sabinsnake
This game has to be made...
# Jan 24 2014 at 8:50 PM Rating: Decent
I gotta say, I'm with Cramit845 on this lol.

Really trying to contain my enthusiasm and not get myself too hyped, but man it's difficult lol.

It's like Brad and Co. have been reading my mind and are making a MMO that hits every point I find important. Group-focused. It was mentioned that they're bringing back the concept of "pullers", the importance of crowd control and such. I can only assume that means that (among other things) the old-school pastime of finding a group of people and going off to some location to kill mobs for a few hours will be viable again. If that's so, then that is awesome, because while many newer gamers find the idea woefully boring, I always found it to be a great time. I did it for hours in FFXI. I did it for hours in Lineage 2. I would do it, though in a more mobile fashion, in EQ2.

The thing is, it's not just about killing mobs and getting xp. Those sessions were as much an exercise in learning, or refining group tactics, learning to work better with other players/classes. But more than that, perhaps, it was also about socializing, joking around, talking shop, talking movies, books... whatever. At times the killing and xp'ing almost became secondary to the social aspect. I made friends out of those hours-long xp sessions that I still talk to, and game with, to this very day. It excites me to think that might again become a viable and relevant option in Pantheon, 'cause I've missed that, more than I'd have thought.

Anyway, there's so much that excites me about this game, and the more I read the more psyched I'm getting. I wish pay day would get here so I could make my darn pledge already!

All the best to Brad and the team on a successful Kickstarter, and on their development of this game.

There's a giant hole in the genre right now, and a lot of MMO gamers longing for an experience that's been all but squashed in the name of "convenience" and "accessibility" where "everyone's a winner". Pantheon is the MMO this genre needs to fill that hole.

Fingers are crossed.



Edited, Jan 24th 2014 9:53pm by Wolfsong73
Thanks for the great article and the comments thus far!
# Jan 24 2014 at 6:54 PM Rating: Decent
Let me know if I can answer any questions!

-Brad
Absoultely Extatic
# Jan 24 2014 at 3:05 PM Rating: Decent
Well my subject says it all. I can't wait for this game. Since I have discovered it I must admit I am already hopping on the hype train a bit but trying to contain myself. We all know what they say at the beginning and what actually is released is changed many times between the two, but if they can nail the core game play like they seem to be focusing on, then I can't wait at all!

This really feels like this is the game that the genre has been missing since the days of DAoC and EQ, which I am/was a huge supporter of both. The group based gameplay or social gameplay needs to come back in more of a niche game and I think this game has the potential to be that trailblazer.

I would also bet that the success of this game may open up some of the younger crowd, that started with Wow and wow clones to actually play and appreciate this style of MMO.

Keep up the good work devs and thanks for answering the questions, I think a lot of us from the beginning are watching this game very closely and hoping for immense success.
Delivery
# Jan 24 2014 at 2:43 PM Rating: Decent
Hopefully they can deliver on everything they have said.
Delivery
# Jan 24 2014 at 6:55 PM Rating: Decent
thanks for the great article and comments -- keep them coming and let me know if I can answer any questions.

-Brad "Aradune" McQuaid
The Real Question
# Jan 27 2014 at 9:39 AM Rating: Decent
Brad.

I started playing your first game in 1998 or 99. I started playing Everquest back in Beta 1.5 or 2. I still remember the original night vision for elfs. Many great memories of that game. I am and have always been a huge supporter of "your vision".

You created and were the vision for Everquest. Absolutely the best mmorpg of that generation. But you sold it to Sony....Then after many years off you came back with Vanguard. Following and Trusting your "Vision" I and others followed you to this game. Another breathtaking one of a kind MMORPG. However, after less than a year you abandoned it and sold it to SONY. With your last patch destroying a lot of the game play for myself and my friends. Oddly enough the Dungeon that was affected the most and broken for more than 4 months was "Pantheon".

Now. I would REALLY like to have faith in this game. I would REALLY like to believe yet again that you will make a Landmark one of a kind game again. What guarantee are you going to give the public that you will not abandon this game as you have for the last 2? You are now asking US to fund it. So you can develop it. How do we know you will not sale it to Sony again in a year?



Edited, Jan 27th 2014 11:20am by countesscrow
The Real Question
# Feb 02 2014 at 8:09 AM Rating: Decent
Brad,

Being one of your older players and believers. I feel almost betrayed. You still have not answered this post.

I have now invested in EQ Landmark and Elder Scrolls Online.

I'm not sure what I have done to deserve your silence. I feel I asked you a very fair question. I did see your interview about Vanguard and how you felt so horrible about the cut to your staff. I understand laying or firing people is a horrible experience. However, I want you to feel responsible to the 10,000 subscribers more than to your local staff.

I want to see your next game be perfect but myself and my friends will not invest in you until you answer this simple question.
Post Comment

Free account required to post

You must log in or create an account to post messages.