Homeworld 3, the latest installment from Blackbird Interactive, builds upon the renowned series of space combat real-time strategy games that have dominated the genre since 1999. The original Homeworld was a game-changer, introducing a revolutionary 3D control system for ships that allowed players to navigate both horizontally and vertically. This brought about a whole new level of tactical decision-making, with fleets maneuvering from above and below, emphasizing the significance of strategic positioning.
As the third installment in the mainline series, Homeworld 3 aims to uphold the tradition of pushing boundaries within the genre. This time, it introduces several innovations that promise to shake up gameplay, even for long-time fans. The inclusion of fully interactive terrain adds a new layer of tactical depth, incorporating cover elements that greatly enhance gameplay. Additionally, a new War Games roguelike mode challenges players to navigate a series of increasingly demanding missions, utilizing a persistent fleet and unlocking powerful upgrades that synergize seamlessly.
Homeworld 3 Senior Designer, Andrew Oatway, and Andrew McCrea from Gearbox Publishing sat down with Game Rant to discuss the exciting new War Games mode and its implications for players. The interview has been condensed and edited for clarity.
A: The inclusion of a roguelike twist in real-time strategy games is a rarity. What led the team to choose this path? Did they draw inspiration from specific games?
Oatway: From my understanding, it was actually part of our original pitch to Gearbox when we were developing Homeworld 3. Although I joined the team later on, I believe this was a concept that intrigued the team right from the beginning. We wanted to explore the possibility of introducing a mode that brought fresh and exciting elements to the RTS genre, and see what we could achieve with it. I have been working on this project for approximately two years, and I am genuinely thrilled about its progress. The overall concept and the challenges it presents are truly captivating.
Q: Have you encountered any specific difficulties while designing this mode, considering it is a new territory for real-time strategy?
Oatway: We have encountered several challenges. One of them is the cooperative aspect, as the mode supports one to three players. Ensuring optimal gameplay experience for both solo players and those with a group of three has been a priority. Unlike many roguelikes that focus on controlling a single character, we have had to consider the possibility of players handling multiple actions simultaneously. This includes scenarios like sending five ships in one direction and three frigates in another, all while trying to tackle four different problems concurrently.
It was an enjoyable challenge to find innovative approaches by examining solutions to problems that highly intelligent individuals have previously resolved in other games. The task involved considering how these solutions would function when multiple actions can be performed simultaneously.
Additionally, there was the networking aspect to consider. Ensuring that the results of dice rolls remain consistent across different computers and simultaneously synchronized posed an interesting and entertaining problem. For example, when determining the random spawn point for ships, it was intriguing to explore methods to guarantee that the same dice roll outcome would be achieved across all the various computing devices involved.
There have been enjoyable technical and design challenges to overcome, such as the entertaining task of implementing a rolling random dice feature. It was a delightful afternoon of exploring how to shuffle an array. Instead of seeking assistance from our engineers, I took it upon myself to accomplish the task in Unreal. Though it wasn't an overly complex challenge, it provided a delightful way to engage myself for a couple of hours in one afternoon.
Q: When it comes to solo and multiplayer, how did you tackle the task of balancing the difficulty to ensure that both single players and groups find the challenge satisfying?
Oatway: Currently, the numbers are not set in stone, and there are specific systems that I aim to optimize further. The feedback gathered from this demo will be valuable in improving our approach, as most of our playtesting has been done internally by the Homeworld 3 development team. It's been observed that frequent engagement with the game during its creation tends to enhance one's proficiency.
Instead of simply having a QA person review the proposed balance, it is crucial to establish a standardized measurement system. This involves considering factors such as the QA person's skill level and their ability to navigate the game effortlessly. Additional refinement is still required to ensure optimal balance.
When adjusting the balance for multiple players, I aim to make the randomly assigned objectives within the level more challenging. For instance, if there are three players, intercepting four enemy transports becomes necessary instead of just two. Similarly, if there are different locations to scout, I multiply the required objectives by the player count. This way, each player can take on a manageable number of tasks, promoting teamwork and efficiency.
I increase the complexity gradually, ensuring it doesn't frustrate players, and ramp up the number of enemies. Later, there are epic encounters that serve as grand spectacles. For instance, if there are three fleets engaged in a battle, the scale of the conflict needs to match the magnitude for a satisfying conclusion.
Q: Given the element of unpredictability in roguelikes, how does War Games maintain a sense of freshness with each playthrough?
Oatway intentionally saved a significant portion of material for the demo. This approach ensures that this 20% feels exceptionally satisfying, and allows for expansion in the future. It is also important to withhold certain elements to create surprises and add to the enjoyment.
To keep each run feeling unique, the aim is to increase the variability in the game. We will be introducing more maps for the 1.0 launch, as well as additional starting fleet options. These options determine the amount of resources, ships, and research that are unlocked by default. Some starting fleets even have different build lists, limiting the ships that can be constructed. This may require players to cooperate with their friends to fill in the gaps in their fleet.
Artifacts are essential components of the roguelike mode, without which the game would not be complete. Designing these artifacts is incredibly enjoyable and they bring a great deal of excitement to the players. Randomly obtaining three artifacts can lead to an exhilarating feeling of winning the run, like finding a hidden treasure.
I have made sure to balance the artifacts in a way that some combinations can completely dominate a run. This is one of the best things about a roguelike game – the ability to try again and again. Allowing players to have those rare moments where everything aligns perfectly, making them feel extremely powerful and elated. Maintaining this sense of empowerment is important to me, as I want impactful synergies to truly make players feel unstoppable. These powerful combinations will ultimately contribute to the freshness and longevity of the mode, hopefully keeping players engaged for countless hours.
It’s definitely satisfying to get a “god run” in a roguelike game, and it’s nice to see that War Games is making sure those are possible.
Oatway: Absolutely. We want to ensure that there is room for challenging gameplay in War Games, as we believe it will add a thrilling experience. Just yesterday, I had a conversation with our game director, Lance Mueller, discussing how we can enhance difficulty. While I cannot make any promises, we are brainstorming ways to make the mode extremely challenging, even for our QA team. We aim to create an engaging experience for players who truly understand the game's systems, where a few fortunate moments can greatly enhance their chances of winning a round.
Q: Were there any specific mechanics or practices in other roguelike games that you wanted to avoid implementing in War Games?
Oatway: I don't have any particular elements from a specific game that I wanted to avoid, but I did want to steer clear of a certain type of roguelike archetype. Instead of simply increasing your passive power, I aimed to provide a broader range of options as you progress through the mode and unlock new things. We implemented meta progression because it creates a sense of satisfaction and excitement, encouraging players to continue enjoying the game. This also allows us to start players off with simpler elements and gradually introduce more complex ones as they demonstrate mastery and understanding.
I deliberately avoided incorporating passive bonuses like +5% health for all ships through the investment of power-up points. Firstly, I find that such a small health bonus tends to be uninteresting and doesn't keep players engaged. Additionally, although there are certainly individuals who can complete new runs and defeat Hades without any bonuses, they are in the minority.
I believe that the mode's objective does not align with the idea of a gradual increase in power. Furthermore, it would contradict the social nature of the mode. If another player possesses numerous passive bonuses and their ships are inherently superior to mine even before any decisions are made, it would undermine the strategic aspect in certain ways.
Let's prioritize more Slay the Spire and less Hades in terms of War Games.
Oatway: Personally, I believe Hades does an excellent job of providing options for players to increase the difficulty as they progress. I appreciate certain elements of that game, but it doesn't align with what we envisioned for this mode.
Q: Will Homeworld 3 have DLC to expand the War Games content? Can players expect new starting fleets, enemies, and environments?
Oatway: While I can't make any definite promises at this point, we are considering various options based on feasibility and technical factors. This includes the possibility of introducing different fleets and new artifacts.
One of the aspects that I am particularly eager about in providing long-term support for this is my previous experience in live ops game design before joining Blackbird. In that role, events were released every two weeks, allowing us to elicit feedback from players and incorporate it into the subsequent event, resulting in something new and engaging.
I am genuinely thrilled to witness the current meta surrounding War Games and promptly adapt to any changes. It's like having a dialogue with the player community, where we address any potential issues such as overpowering elements by introducing challenging opponents or enhancing less dominant strategies. This interaction with players as a designer truly excites me. I anticipate an enthusiastic participation from the community and I am genuinely thrilled to undertake this work.
Q: What was your process like when coming up with artifact effects? Did you have specific combinations and synergies in mind or strategies you wanted to encourage?
Regarding the demo you played, the solution we reached was either the second or third iteration. It has been two years since then, so I can't recall the exact version. However, a higher-up on the project provided feedback, stating that if there were concerns about the scope that made the artifacts uninspiring, then we should reconsider the scope. I personally found this feedback to be direct and valuable.
As a result, we took a step back and asked ourselves, "What is the purpose of an artifact in a strategy game? How can we make it more engaging?" The artifacts we had at that point, such as +10% damage or +15% hull strength for a ship, were already recognized as uninteresting. But receiving the feedback of "Do better, I believe in your ability to improve" made me realize that they were indeed inadequate and dull, and I needed to strive for better quality.
We explored the various roles of different ships and the unique fantasy each ship can offer. In the demo, one of the featured artifact sets is the Brawler for the interceptor, which serves as an air superiority strike craft in the default fleet. With the Brawler artifact, our decision was to enhance its durability and damage capabilities, considering its role as a strike craft. We aim to make it more impactful as you invest your time and effort into this ship. Enhancements include increasing its speed while reducing its range. Additionally, we want to incorporate a passive healing ability, making it function as a protective shield for other elements.
The idea is that you can send your interceptors ahead, supported by longer-range frigates positioned further back. The interceptors can absorb damage, self-heal, and are relatively inexpensive to replace, so losing a few won't be a major setback. Throughout this process, we contemplated the core fantasy behind this particular ship and applied the same question to all other ship types.
There's one artifact that defied the feedback of "This is dull and demands improvement," and that artifact is known as the ion cannon frigate, the Sniper Pattern. I was ecstatic about its existence, and I'm grateful that it has endured up until now because it significantly amplifies the range of the ion cannon. However, it comes at the cost of disabling the ship's visual capabilities. Consequently, a sniper and spotter team is crucial to serve as the ship's eyes and interact with this frigate.
Q: Will War Games include the new faction called the Incarnate? Could you discuss how their gameplay compares to the previous factions in Homeworld 3?
McCrea: In terms of gameplay, we can mention that the Incarnate faction generally has more expensive ships, resulting in a stronger presence. During my experience playing War Games, I noticed that even when I sent four interceptors against four Incarnate strike craft, my units didn't always come out victorious. The Incarnate are formidable opponents. We will be providing more details about the Incarnate leading up to the release.
Q: Modding has always been a vital part of the Homeworld community. Can you discuss the role of modding in War Games? Will modders have the ability to include their own artifacts or similar elements?
McCrea: We will have further details on modding as we get closer to the launch date. The toolset provided by mod.io will primarily cater to Skirmish. However, War Games involves more complex mechanics, so initially, modding tools will be focused on Skirmish and the game's more traditional modes.
I am confident that modders will find a way to solve it. Their ingenuity never fails to impress me.
McCrea: That's the thing, right? We acknowledge that this community is incredibly passionate, and they will definitely find a way to accomplish it. However, we need to be cautious in terms of setting expectations regarding the capabilities of the tools. I don't want anyone to mistakenly believe that they can create their own War Games map right from the start. We will be providing additional details about modding, as it is something we are extremely enthusiastic about.
Q: What’s been your favorite part of working on War Games? Is there a specific element that you really enjoy tweaking?
Oatway: The most sincere response – although it may sound cliché and reminiscent of a sentimental greeting card – is that I have the privilege of working alongside a team composed of close friends and exceptionally intelligent individuals. It's truly fascinating to create a functional game level that may not look visually appealing at first, but then collaborate with an artist to express my vision and discuss the desired gameplay. And then, after a week, they return with an astounding rendition. Every map in this game is truly stunning.
In my opinion, this game mode offers breathtaking vistas. The sky boxes are absolutely extraordinary. I've playfully mentioned that it would be interesting to gather analytics on the number of players who have perished in War Games simply because they were captivated by the scenery, the environment, or the mesmerizing skybox.
In terms of my personal fulfillment, I'm not sure if anyone has discovered it in the demo yet, but I've included a hidden bonus objective in the first level. Random probes will appear throughout the level, and once you collect the last one, a special "loot goblin" type creature will show up. Of course, it's not an actual loot goblin, but the experience is similar. When you defeat it, you'll receive valuable artifacts and resources. I'm excited to find the time to play as a mischievous goblin and hide treasures around the maps here and there. It's these little things that keep my inner 13-year-old blissful.
Q: When it comes to the level design, how did you handle the environments and terrain for War Games, knowing that players will be navigating through them repeatedly?
Oatway: I had to revamp a significant portion of the level scripting. Homeworld 3 is, in many ways, delivering on the expectations that were set with Homeworld 2. For example, we showcase enticing space terrains that were previously inaccessible for players to explore.
Content has been
Strike craft can now be sent through tunnels, allowing you to embark on trench runs and indulge in your unofficially supported Star Wars fantasies. The inclusion of close-quarter terrain enables strategic ambushes and interactions with the AI, triggering a surge of dopamine in players. To enhance gameplay, when determining potential spawning locations for objectives or planning ambushes on enemy transports, careful consideration is given to their proximity to terrain. Players are given subtle hints and forewarnings about incoming enemy forces, such as indicating the direction of enemy spawn points without explicitly stating the exact timing. This allows players to position themselves advantageously between important points, maximizing their chances of success.
We have focused on incorporating additional terrain into our levels and aiming to create captivating sections within each level. Our objective has been to assess the level's appeal and consider the various approaches available to players. We constantly ask ourselves if the design aligns with the distinctive style and atmosphere of Homeworld. Our dedicated art director ensures that everything looks authentic and adheres to the universe's aesthetic. Our aim is to satisfy his preferences while also ensuring that the gameplay remains engaging, challenging, and strategically satisfying. This approach has guided our level design efforts.
Homeworld 3 is scheduled to release on PC in February 2024.