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Posted December 12, 2018 by kellybam

Best Collections at Swtor2credits FREE 1500M Giveaway swtor credits buy at Christmas

 
: For you, what is most exciting about Master Mode Gods from the Machine? What are you looking forward to players seeing?

A: There’s an undeniably special sort of fun and excitement that comes from trying to conceive of the “Final Form”, so to speak, of a set of encounters with which players are already familiar. It’s a fascinating sort of design challenge to create something that is just the right distance short of the edge of possibility, such that it can offer a meaningful and challenging puzzle to the most technically proficient players in our universe.

Because players are already familiar with the basics of an encounter, you can actually build off of that framework of familiarity. Some things which might be too obtuse to a player with zero encounter familiarity might become feasible for someone who already knows the basic rules. You can both extend existing mechanics to require some additional response or disrupt expectations to force players to reconsider the “known methods” (and sometimes you can sneak in a bit of comedy).

The biggest treat as a designer is watching players’ progression through the encounters, from initial confusion and possible frustration, to eventual mastery and satisfaction. There’s a common misconception that encounter designers consider players adversaries and want them to fail, but that’s not remotely true. The goal (at least my goal, for one) is to design something that challenges players to understand and execute, where practice and problem-solving turn initial failure into satisfying success.

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Q: Gods from the Machine is not an entirely new Operation, as it was rolled out one boss at a time over the past year. Can you talk a little bit about the Operation for people who are unfamiliar with it?

A: Sure. The Gods from the Machine Operation takes place on Iokath, the incredibly advanced Dyson sphere “planet” originally created by the now extinct Iokathian Creator race. In it, players do battle with the Machine Gods of Iokath.

See, centuries ago, the Creators produced a handful of unique machine-beings and then sent them to contact (read: mess with) more primitive cultures for “research” purposes. There wasn’t really any one objective to this effort. Like many of the things the Creators did, this project was a mishmash of multiple objectives: Testing/proofing technologies, synthetic intelligence/personality research, sociocultural manipulation techniques, and so on. Objectives consistent with their culture that valued knowledge and advancement for their own sake, absent (or in their opinion, “transcendent of”) moral boundaries.

When these beings were encountered by the ancient, pre-Valkorion Zakuulan culture, the machines were deified. Their appearances, characteristics, and personalities were shaped into mythological beings. These myths evolved over the centuries, leading to the modern-day Zakuulan pantheon: Tyth, god of Rage. Aivela and Esne, twin goddesses of Passion and Envy. Nahut, the Son of Shadow. Scyva, the Mother of Sorrows. Izax, the Destroyer.

The Empire and Republic encountered the forgotten gods by happenstance. The factions were each scouring Iokath, racing to outdo the other in securing military technology, and wandered into the Valley of the Machine Gods chasing after a powerful energy signal. This trespass seems to have awakened the Gods and invited their wrath.
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Last Updated December 12, 2018