On the occasion of the upcoming MMORPG Ashes of Creation, MeinMMO editor-in-chief Leya Jankowski spoke with studio head Steven Sharif.
What will you learn here? The mind behind Ashes of Creation explained to MeinMMO:
- why Ashes of Creation will not fall into the Kickstarter MMO trap
- when his game will be ready for release
- why he had a tough start as a game developer – without experience
The background to the interview: In 2015, Steven Sharif founded Intrepid studio to realize his big dream: to launch an innovative MMORPG that deeply resonates with the “classic MMORPG fan”.
His vision seemed convincing, as the studio managed to raise $3,271,809 through Kickstarter in June 2018. Although the first alpha of Ashes of Creation gives hope for the future, Kickstarter MMORPGs are not in a good place:
- One MMORPG raised over $8 million through crowdfunding and then laid off all its employees.
- Others keep pushing their milestones further back. The single-player campaign of Star Citizen was originally supposed to release in 2014. It is still far from ready.
- You hear little about these games for years, although years ago it already seemed they would be released in a few months.
“The problems of Kickstarter MMOs fall into 2 categories”
MeinMMO: In the past, we unfortunately often had to report on the cancellation of Kickstarter MMORPGs before they were even released. The usual pattern is that these projects are too ambitious and ultimately cannot keep their promises. How will you ensure that this does not happen with Ashes of Creation?
Steven Sharif: When you look at where Kickstarter MMORPGs traditionally go wrong, it usually falls into two categories:
- Either they run out of funding
- or they expand the scope of their games so much that they become larger than they can handle.
In both categories, Ashes of Creation is solid. We are unique in that I am privately financing the game. The lion’s share of the funding is covered by me. Revenue from pre-orders and Kickstarter are support. In this regard, I have no concerns about the future of Ashes of Creation.
I will finance Ashes of Creation until it is finished, no matter what it costs, and I have the means to do so.
We do not have to answer to any publisher or investor. When it comes to quality, there are no deadlines pushing us.
However, I have a very clear definition of the systems in the game. Yes, it is ambitious, but I do not turn around every corner and add this and that system. This gives us clearly defined limits from a management perspective.
We have had our delays in the past. When I started and founded the company [Intrepid], I was new to this industry. I had never been a developer before. I was a player at first. I had my ideas about how the game should be, but my project management experience did not align with that of a developer.
At the beginning, I did not focus on bringing producers on board, but solely on development. When I brought producers on board to help with project management, new expectations for development emerged that delayed the process.
I have always been transparent with our community about this, through letters and letting them know that the game will be finished when it is finished. We keep you updated every month with our live streams. You get to see the progress.
Just trust that the game is in good hands, we are making progress, and we are working hard. I think this is the right way to approach it.
“I don’t believe we need to launch perfectly”
MeinMMO: The point about ensuring quality until release and that it’s practically beneficial not to have a publisher, I have heard several times now. However, this has led to games really never getting finished. Have you set a point for yourselves when Ashes of Creation is considered finished?
Steven Sharif: Sometimes as a developer, you have the problem that you think everything has to be perfect [at launch]. That is true.
As long as the core pillars of Ashes of Creation function as we envisioned, we can have a successful launch. After the release, we still have plenty of time to refine systems further and iterate on them. We can release these as updates.
I don’t believe we need to launch perfectly. Players will see that throughout our further development through the alphas and betas. They will get a good picture and feel secure that we are ready to bring a nearly perfect game to market instead of a perfect one.
MeinMMO: What do you mean by the core pillars? Do you have examples for that?
Steven Sharif: Meaningful engagement, PvP systems in communities that connect players, factions, our node system.
You know, these are things we need for a reactive world that responds to the actions of the community. These are the design elements that really drive the meta of what Ashes of Creation is supposed to be. That sets us apart from other games that have launched in the past.
But we also have traditional systems. Our class system is largely quite classic. There are skills that can be leveled with skill points, and level and player progression are quite traditional. There is crafting, there is housing. These are the things players expect in an MMORPG.
The node system is essentially the central hub that determines how the world develops and how players experience the content. This should interest players the most. The [node system] is what they really expect us to do well.
The nodes have their own level and can be upgraded by players through their actions in the respective zone. By questing, farming, or killing monsters, in other words, by gaining experience points, players automatically contribute part of that to the respective node.
As a node levels up, a small NPC base emerges at that point, which can ultimately develop into a huge metropolis.
“Game development is a difficult thing”
MeinMMO: You mentioned earlier that you were a novice in the gaming industry. How was it for you to start as an outsider in the industry?
Steven Sharif: It was very difficult and it is still difficult. Game development is a difficult thing. Software development is a difficult thing.
We have been at it for almost six years now. The first years were just planning and paperwork and then we went to Kickstarter. After that, production really began. Sometimes I feel like I had an early onset of Alzheimer’s because I had to learn so much.
I am the creative director and I don’t know if that is a good or bad thing about me, but I always want to learn as much as possible about everything that happens. I want to be able to talk to my developers and understand what is happening [in their work].
I tried to learn everything about design, about technology, about community engagement, about concept, art, animations, environments. There are just so many moving parts.
It was very difficult for me at the beginning to kick back. Now I feel more in sync with what happens. I have a very clear understanding of how things are developed. I now know how to work with my developers to effect change and influence the development cycle. That makes me comfortable.
“At the beginning, there were many naysayers”
MeinMMO: When we report on a new game, everyone always wants to know what the developers worked on beforehand. Do you find that people don’t trust you because you lack experience?
Steven Sharif: Yes, absolutely. At the beginning of the project, there were many naysayers who said: “What does this guy know about developing a game?” I am also a player and that is a valid argument.
Would I hire someone who has no experience in game development? Probably not. There are, of course, entry-level positions. But with the people leading the development, you want to see experience.
So if someone has concerns, I tell them that they do not have to follow our game. They do not have to buy Ashes of Creation. There are no advantages at release if one hasn’t followed Ashes of Creation from the start. There are no benefits from pre-order packages.
Those who doubt can just sit back and wait.
You know, I think we, as the MMORPG community, tend to be jaded when a new game comes out. The reason for that is because we have been burned. I once told Asmongold in a stream that MMORPG players are like a beaten dog. We were [constantly] shown this shiny treat and we were excited about it. When we get close to the treat, we just get beaten up.
So I understand this skepticism. I understand if no one wants to believe the hype.
So relax and let us do our thing. We will either release a great game or not. The key point is that you will get the opportunity to experience it yourself. […]
If we want to have new, innovative MMORPGs in the future, if we want companies that are ready to risk their money to develop these large games, then we as a community need to be willing to take risks and support those people.
That is what will keep the genre healthy. We need to accept failures, but we must not allow those failures to influence our perception of other potential games.
More from the interview is coming soon: I was able to talk to Steven for over an hour, which made the interview quite extensive. We will publish more in the coming days and link to it here.