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City of Heroes Wrap Report

Lead Designer Jack Emmert furnishes an insightful insider analysis of Cryptic's project and how it came to fruition.

From a quiet assemblage of colonial settlements to a busy port and then a center for industry, Paragon City ascended to the pinnacle of prosperity. However, the collapse of the economy in 1929 brought both social and political chaos. Criminal factions were quick to take advantage, using corruption bribery, intimidation and murder to seize control. Then, just when the circumstances seemed completely hopeless, Marcus Cole returned. Somewhere, somehow, the former soldier had acquired extraordinary abilities. Donning a costume to conceal his identity, and dubbing himself The Statesman to exemplify the ideals he sought to restore, he used his powers to fight for justice. His personal crusade soon inspired other gifted individuals like DarkWatcher, The Dream Doctor, Maiden Justice and more. These crime-fighters rapidly became the defining symbol of hope in dispirited times. The age of the superhero was at hand.

During the ensuing decades, the conflict has continued, with new heroes and villains arriving, perhaps most notably an alien menace, the Rikti, in 2002. In City of Heroes, Cryptic Studios' persistent state project released in late April, you have the chance to reinforce the side of good. It allows you to create a highly personalized onscreen persona by choosing among five distinct Archetypes, numerous powers and virtually unlimited uniform options before venturing out to take on not only the extraterrestrial invaders, but various criminal organizations, street thugs, madmen, underground monsters and more. The mission- and combat-oriented title also provides fast-paced, entertaining encounters and enhances accessibility via elements such as rapid travel and low downtime. Having seen very favorable reactions from the online gamer community and the media, we obtained this developer-side view from Creative Director and Lead Designer Jack Emmert.

Includes six exclusive screenshots


The Project City of Heroes is the first massively multiplayer game devoted to the superhero genre. It started as an idea between two childhood buddies, Rick Dakan and Michael Lewis. When Michael sold his chip company, he funded Cryptic Studios to realize his dream. I was asked to join mainly because of my pen and paper RPG background and comic book knowledge. Cameron Petty, Bruce Rogers and Matt Harvey were experienced game developers looking to spread their wings and start their own company. Hence, Cryptic Studios was founded.
every player should feel like a super hero... every player should be able to create a character they feel is both powerful and unique.
The Team Cryptic Studios is located in San Jose, CA. City of Heroes is the first title developed by Cryptic, but our employees have worked on many successful titles. These include San Francisco Rush, Mace: the Dark Ages, War: Final Assault and Primal Rage.

NCsoft has been a tremendous support to Cryptic Studios throughout the development of City of Heroes. Firstly, it was a wonderful resource for all things MMP related. The South Korean office runs the worlds' most successful MMPs, Lineage and Lineage II. With several million subscribers, they had pretty much seen it all! Secondly, the NCsoft branch in Austin Texas has such MMP veterans as Richard Garriott and Jeremy Gaffney; both of them were willing to offer advice whenever it was asked. But perhaps the best thing about NCsoft is that they respected our right to design City of Heroes according to our creative vision. They never made onerous demands in design or art; it was a collaborative effort all around.

High-Level Goals There were several overall design principles that we wanted to hold to throughout the development of the game. First, every player should feel like a super hero. That means every player should be able to create a character they feel is both powerful and unique. Second, we wanted combat to feel fast and furious. We wanted to up the tempo of the traditional MMP to go along with the superhero theme. Third, we wanted to make the game accessible. Sometimes, games are so difficult that there's a very long ramp-up time. We felt that a super hero game would attract a lot of first time MMPers into the genre, so we didn't want to postpone the fun. Instead, we tried to create a sleek UI and game system that allowed players to focus on the game, rather than its rules.

These design principles, as well as the theme of the game (superheroes) are what make City of Heroes stand out. It doesn't look like, or play like a lot of the traditional fantasy titles.

Technology We didn't use any licensed or third party technology because the Cryptic CTO, Bruce Rogers, had already created a dynamite game engine. It could handle the issues that a superhero game would face better than the other possibilities out there in the market. For instance, City of Heroes doesn't take place in a forest or plain, but in a modern, East Coast city. This obviously entailed buildings, streets, citizens, etc. That's A LOT of stuff on the screen at one time. But the Cryptic Engine was designed to handle this issue - and you can pretty much judge the quality of Bruce's work by the accolades we're getting.

12:00 am PDT August 30, 2004

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