Diese Seite verwendet Cookies, um dein Browser-Erlebnis zu verbessern. Wenn du auf dieser Seite bleibst, stimmst du der Nutzung unserer Cookies zu.Mehr Informationen. Ausblenden
Du verwendest einen Webbrowser, der nicht unterstützt wird. Manche Features werden eventuell nicht korrekt angezeigt. Bitte schaue dir die >Liste der unterstützten Browser für die optimale Darstellung an. Ausblenden


State of The Game

Von LaughingTrendy
Di 11 Okt 2016 09:00:00 PDT

Let me first start out by thanking our fans who have been patiently following us for a while and extending a warm welcome to those of you who are new to Motiga and Gigantic!

​My name is Chris Chung, otherwise known as MO_Kilzalot in Gigantic. Sometimes I earn my namesake but, more often than I would like to admit, I am Kildalot. I founded Motiga with Rick Lambright in 2010 to build a studio focused on creating accessible multiplayer games. Before founding Motiga, I had the privilege of working at few awesome companies such as ArenaNet, NCsoft and TrionWorlds along the way.

Motiga is a studio comprised of many veterans in the game industry. We have the most passionate and dedicated people working on making Gigantic. It is not just a game to us but a labor of intense love and passion. To paraphrase one of our artists, "I don't want to work on a good game; I want to work on a great game." When you work with a studio full of people wanting to create a great game, the energy in the studio is infectious. It's been a long road that took some winding turns but this passion is what kept us going. Our partnership with Perfect World to publish Gigantic also helps! Having a strong publisher with a well-established track record allows us to focus on the development of the game while the team at Perfect World focuses on spreading the word for the inevitable release of Gigantic into the wild.

So what’s happening on the development front? Motiga has been working hard to improve and polish various aspects of Gigantic, all in the effort to bring it up to the level where we can finally open the floodgates and release the game to the world. All of us realize that the launch of an online game is only the beginning of the real work, and we want to make sure that we have enough in store to continue updating the game once it’s out the door. We’re working to build a long-term franchise with Gigantic - one that will continue to grow over the years.

One example of this is the amount of content you’ve already seen and the new content we’re building for the future. While you’ve only played 16 of our heroes up to this point, we already have several heroes being built, played and tested in the internal build of the game. They vary widely when it comes to how complete they are or how ready they are to be seen by the public, but our goal is to give you something new to play in the months and years following the launch of the game.

The team has also continued working on iterating and polishing the core mechanics of the game. While Gigantic is fairly simple to pick up and play, we’re paving new ground with some of the new systems and features: mechanics such as collecting power, creatures, control points and Guardians will feel familiar, but have undergone a good number of reworks to change how they’re implemented and interact with each other in Gigantic. These interactions between the systems, heroes, and objectives all need to be finely balanced; our goal since the beginning has been to create a competitive game that will withstand the test of time and scale, so we definitely want to feel good about our core mechanics. This can only be achieved by constant iteration and refinement, and has been an ongoing focus of the whole team.

On top of new content, the support teams have also been focused on the server issues which have plagued our playtests, including the match-disconnect issues that many of you encountered while queueing up for a match. The good news is that we believe we’ve finally found most of the causes of the problem, and have implemented a fix that should solve them for good.

I am big fan of multiplayer games and Gigantic is a game that definitely scratches that itch. I’ve had the privilege of working on some awesome games in the past but Gigantic is the only game that still gets me excited for another game after 3 years of playing the game. There were times when we couldn’t deploy builds unless you were in the studio building. All weekend, I would be playing other games but would be thinking about Gigantic. There is an addictive quality to the combination of action and strategy that keeps me wanting more. I can’t wait to share this game with the world and hope you find it as exciting as I do.

This is just a small glimpse at what we’ve been working on, and while we’ve been fairly silent over the past few months, this post is only the beginning of a series of exciting, in-depth blogs from the rest of development team. We will continue to work and provide a transparent and honest look into the development of Gigantic, and honoring our commitment to you and the whole community. We couldn’t be here without all your support, and it is a privilege to be a part of this journey!

See you on the airship!

Chris Chung, aka MO_Kilzalot

Stay Connected! Follow us on our Official Channels to get the latest Gigantic news!

gigantic, gigantic-news, ggl-news,

Neueste Beiträge Mehr

Schweren Herzens müssen wir euch mitteilen, dass das Januar-Update das letzte Inhaltsupdate für Gigantic sein wird.
Gigantics letztes Update ist jetzt auf allen Plattformen live. Unser neuestes Update bringt euch T-MAT, Gigantics neueste Fernkampfheldin!
Seht euch die Entwicklung des jungen Teufels an, vom ersten Konzept bis zur Fertigstellung!

hover media query supported