Vanguard: Michael Mann talks to us
What is your name? Michael Mann What is your forum name? Avair What is your job title with Vanguard? Game Designer How would you describe your job? I am
the designer partially in charge of classes. I work with Darrin McPherson to
balance, upkeep, implement and design classes. When did you decide on this career? I’ve always
been interested in game mechanics and creating a game, though I decided on
making it a career about two and a half years ago. What do you think it takes to be successful in this
career? Being
successful in this career requires being able to plan with foresight, lots of
hours worked, creativity, a sense of humor and a thick skin doesn’t hurt. How long have you been associated with Vanguard? 2
years or so. What other games have you worked on? Mostly I’ve worked on
playing video games up until Vanguard. What areas in Vanguard did you assist with in the creation process? I am involved in
designing classes and the systems behind the classes. What is your favorite area of Telon? Lord Tsang’s Tomb is probably
my favorite area. It was the first big dungeon I went to in game (around
level 17) and I got a sweet sword that I used until level 30ish. Plus the
outlying areas in Kojan really help contribute to the feeling of Tsang’s
Tomb. What is your favorite NPC in Telon? The necromancer’s
abomination is my favorite npc. The abomination is a patchwork pet created by
the necromancer. Do you have a favorite race or class and why? My favorite race is
wood elf because I like the dichotomy of a primal, somewhat savage race that
is dedicated to the perfection of their culture and way of life. I have
played most classes up into the teens, but for right now I find my favorite
class is the Dread Knight. I like the lore behind it and I find that the
Dread Knight’s Dreadful Countenance mechanic has been a lot of fun to play
with. Do you have any advice for an individual breaking into this industry? Being able to work with
a team and brainstorm openly is a skill that is required in the game
industry. Being close minded will get your designs nowhere. If you have worked on a primary game play feature can you describe
what you have done and tell us something about it? I worked on the ability
chain system with Darrin back in beta. We tried to make them more exciting and
more of a choice rather than what they were previously which was just a
string of abilities tied together. I think we succeeded in making them feel
more intuitive and special when you got one. Also, by making them a little
more random we could make them more powerful, which everyone likes. |