|Victory is Petroglyph's 'MOTA', studio "very cautious" of pay-to-win pitfalls|
|Posted: 05.03.2013 13:53 by Simon Priest||Comments: 1|
In our chat with Petroglyph's lead designer Evan Humphreys, we discussed their newly announced Victory action-strategy that's just begun a Kickstarter campaign. The developer is .
It's a little difficult to finely label Victory, but Humphreys is happy with 'MOTA', a "multiplayer online tactical arena", as opposed to MOBA, a term that "could apply to just about any" online game.
In Victory we play the tactical battles as well as a "meta “deck building” strategy" that beefs up our choices in deciding the composition of our deployable companies.
"The term MOBA is interesting," said Humphreys."Technically it stands for “multiplayer online battle arena” – a term that could apply to just about any online multiplayer game from Call of Duty to World of Tanks – but it has come to mean something highly specific these days. We’ve been calling Victory an “Action Strategy” game, but it’s technically a MOBA too – I like MOTA, “multiplayer online tactical arena”."
Battles will typically last just 15 to 20 minutes, with the strategy all about the action.
"There are two main elements to the gameplay of Victory – meta “deck building” strategy and in-game tactics. Players will be able to develop a strategy for play by customizing the composition of the companies they bring into battle with nearly one hundred different units at launch."
"One player may focus on fast attack with the intention of harassing the enemy, while another might plan to turtle up and hold ground. Also, there’s a definite strategic element to coordinating with your team to develop a plan for a given match."
The terrain is arguably a huge part of the core gameplay as line of sight and elevation play major roles in what units can hit and how well. Cover is also an essential advantage to seek out.
"As a tactics game, the key to success in Victory is intelligent use of the terrain and the map – controlling the high ground or the cover, ambushing enemies in tight passages, or scouting from high vantage points," he explained. "We’re putting a lot of thought into creating great maps with lots of options and interesting scenarios."
New card decks are earned through in-game currency or real-world money. "We’re very cautious of pay-to-win problems, and are taking care to ensure that the footing will always be relatively equal between all players," added Humphreys.
Check out with lead designer Evan Humphreys, and be sure to visit the .