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       #Post#: 2585--------------------------------------------------
       Piecing together the details of LEGO Minifigures Online with the
       Funcom team
   DIR By: MsRowdyRedhead
       Date: October 22, 2013, 3:46 am
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       Piecing together the details of LEGO Minifigures Online with the
       Funcom team
       by Karen Bryan on Oct 21st 2013 1:00PM
  HTML http://www.blogcdn.com/massively.joystiq.com/media/2013/10/lego-minifigures-online.jpg
       Brick by virtual brick, the team at Funcom has been busy
       building the upcoming LEGO Minifigures Online. It's been a quiet
       fall after the big reveal in August at Gamescom, but that
       doesn't mean the game isn't making progress. Executive Producer
       Lawrence Poe and Lead Designer Oscar López Lacalle have lots of
       details to share about the game, and they took the time to
       answer some questions here at Massively. Read on for a glimpse
       of the world, the LEGO minifigures themselves, and how this game
       will appeal to gamers of all ages.
       Massively: Funcom had a rough year with downsizing and a team
       merge that affected all three of its extant MMOs. What made
       Funcom think now was the right time to tackle a new MMO? What
       will the impact be on the other MMOs in Funcom's stable?
       Lawrence Poe: We announced and began preproduction on LEGO
       Minifigures Online prior to the launch of The Secret World. The
       team needs were outlined before the downsizing took place and
       were factored into those decisions. The other MMOs are being
       supported and updated by our talented Live Team in our North
       Carolina studio, while LEGO Minifigures Online is being
       developed in the Oslo studio. The biggest impact the projects
       have on each other is that we all work from the same tech base,
       which we've been building upon and fine-tuning over several
       years and has powered all of our MMOs, so any improvements one
       team does to the tech can be adopted by the other, which is a
       win-win for everybody.
       It's impossible to avoid comparisons to the now-defunct LEGO
       Universe, which initially sported a subscription fee that was
       prohibitive to the family audience. How will this new take on a
       LEGO MMO differ from the earlier on in terms of business model
       and creative design? On what points is it the same?
       Poe: We'll be revealing more about the business model in the
       months ahead.
       Would you say the game leans more toward the themepark or
       sandbox style of play? That is, will players primarily be
       fighting LEGO enemies or freestyle-building with blocks?
       Oscar López Lacalle​: The game is definitely a themepark,
       a place where players can collect cool minifigures and take them
       on awesome adventures with their friends.
       Since LEGO is all about building, are there ways that players
       can piece together LEGOs to make in-game creations and
       structures of their own? Can other players access these
       creations?
       Poe: Our game is based on the LEGO minifigures toy line, which
       is all about collecting. Staying true to that, LEGO Minifigures
       Online is a game about collecting crazy cool minifigures and
       using them to adventure in awesome worlds while righting wrongs
       and saving the day. Building will play its part both in
       succeeding in the world and in PvP. For instance, in PvP you
       will be able to build turrets that can help you defeat your
       enemy, while out adventuring you might encounter a river where
       you have to construct a bridge to get across.
       How do players go about collecting the minifigures?
       Poe: Players will be able to collect minifigures in a variety of
       ways like completing missions, defeating bosses and minibosses,
       earning achievements, and even finding them hidden in chests
       throughout the world. Players will be able to select three
       minifigures to have "equipped" at any given time and can freely
       switch between.
       Are there ways to customize the minifigure characters' outfits,
       hair, and faces?
       Poe: The minifigures themselves are quite iconic and packed with
       personality! Players are collecting the minifigures from the toy
       series and using them in their adventures as opposed to creating
       their own unique characters. Because we want to preserve the
       iconic nature and personalities of the minifigures from the toy
       line, we have decided not to allow players to alter the
       appearance of the minifigures they collect. However, players
       will be able to customize certain statistics and RPG
       characteristics of their minifigures.
       Can you talk about some of the special abilities that the
       minifigures have? How do they work?
       Poe: Each minifigure will have two unique abilities: a basic
       attack and a special attack. Don't get too hung up on that word
       basic, though. Many of the minifigures will have a basic attack
       that synergizes with either their own special attack or another
       minifigure's. For example, the Fairy fires a magical star with
       her basic attack. Her special attack summons three sprites that
       circle around her. The sprites can do two things: They can
       absorb incoming hits, but they also serve as charges to power up
       the basic attack, turning it from a direct single projectile
       into a cone-based attack with three projectiles that can deal
       very high damage at close range or provide nice area damage from
       longer range. The fact that you have access to several
       minifigures at any given time also means you have access to a
       wide range of abilities, and part of the strategy is figuring
       out which minifigures and abilities to use in different
       encounters.
  HTML http://www.blogcdn.com/massively.joystiq.com/media/2013/10/legominifiguresonline1.jpg
       Is there a progression path for the minifigure characters (like
       leveling, skill trees, etc.)?
       Poe: Each minifigure has several levels to progress through.
       Leveling a minifigure will make it more powerful and unlock new
       properties for its abilities. The DJ's Bass Drop, for example,
       starts out as an area-effect snare; upgrade it once and it does
       damage in addition to snaring. Upgrade it a second time and it
       will transition from a snare to an outright root.
       What are some of the themed areas that are in the LEGO world? Is
       it an open-world, or are there instanced areas?
       Poe: For the most part we have tried to build out the world with
       classic LEGO playthemes that both kids and their parents will be
       familiar with. A couple of the early themes that players will
       encounter are classics such as Pirate World and Medieval World.
       We've also got some brand-new themes that we've worked with LEGO
       to develop for the game, themes they haven't covered themselves
       in the physical LEGO products . The first example of this is the
       Mythology World, which we revealed at Gamescom, where players
       travel through areas like the underworld and battle mythical
       creatures such as harpies and minotaurs. We've got a few other
       themes under development, both classic and entirely new. The
       game is a mix of open world areas and instances, loosely divided
       into outdoor/indoor. The Hub (which is probably not anything
       like what you expect; we look forward to revealing it later!)
       and the outdoor playfields will be open world where players will
       encounter loads of other players. The indoor experiences are
       instances that are private for the player and their group of up
       to four players.
       Lacalle: Most of the playfields are open, using our soft
       grouping tech that allows all players to obtain progress in
       their quests and activities as long as they are in the vicinity
       of the objectives. Players can smash pieces of the environment
       into pieces and defeat monsters together. They can also build
       things cooperatively, with all involved players contributing to
       the speed of the building. Some players will be looking for a
       more focused, small group experience. Those players can get
       together in teams of up to 4 and go into epic Dungeon
       adventures. Dungeons contain more difficult boss encounters and
       events that will put their teamwork to the test.
       How do the player-vs.-player battles work? Will they be
       kid-friendly?
       Poe: We will be revealing more about PvP in the months ahead, so
       what I would like to do is talk about the philosophies that are
       guiding us as we design a player vs. player system for children.
       Child-friendliness is paramount, and the first thing we rejected
       is that PvP has to mean two teams where everyone is fighting
       each other. There's no fighting in basketball or baseball (most
       of the time, at least); there are two teams competing against
       each other. The team concept is a powerful driver. Teams compete
       and everyone wants to be part of a team. More importantly, they
       want to feel that they're able to contribute to the success of
       the team. So what we've tried to do is create a PvP design that
       provides for those who want to fight other players and those who
       don't but still allows both types to contribute to the success
       of the team.
       How did you tackle the issue of making sure the rest of the game
       is kid-safe (like chat, social interaction, etc.)?
       Poe: We've been focusing on child safety since we started, and
       we'll never stop. Child safety is the first and last thing we
       take into account for every theme, feature, and system we put
       into the game. At a high level we're designing the systems to be
       collaborative as opposed to competitive. The only loot you see
       is your own. For instance, if you have a mission to destroy
       pirate surf boards and someone else on your screen destroys one,
       you get credit too. From a social standpoint, we are working
       very closely with LEGO and other partners to ensure that we
       provide the safest environment possible.
       Since it's a game aimed at both kids and adults, are there
       mechanics you chose to implement differently than you did in
       other Funcom titles?
       Poe: Straight away you will notice the controls are greatly
       streamlined, limiting the amount of inputs a player is expected
       to do in order to be successful in combat. Movement is on the
       left mouse button, and so is the basic attack for each
       minifigure. This will enable the youngest players to easily run
       around in the world and smash things. Switching between
       minifigures, improving their abilities, and using the special
       attacks and capitalizing on the synergies between the various
       minifigures will provide depth for the more advanced players.
       If you look at Age of Conan and The Secret World, things can be
       quite grim and brutal. In LEGO Minifigures Online we're keeping
       things light and humorous. There will be no fatalities here;
       things get smashed, and then they can be rebuilt. I think a lot
       of people hear Funcom and they think about Age of Conan and The
       Secret World and wonder how we can go from mature themed
       hardcore games to a more kid friendly game, but c'mon, we're
       game developers -- not grown ups!
       Lacalle: We understand the need to keep the adults entertained
       and challenged intellectually. To achieve this, we are adding
       several different layers of depth and complexity to many
       elements of the design. At the surface, the mechanics are easy
       to grasp and straightforward to use. And they need to be in
       order to make sure that the younger audience enjoys the game.
       But if you look under the hood, you will see how there are extra
       layers of depth there. For example, there are pretty elaborate
       synergies between the abilities of different characters . There
       are also little details in the handling of abilities in combat
       that reward players with better motor skills and a better
       understanding of the capabilities of their team of three
       minifigures.
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