The upcoming game titled “Heroes: Olden Era” (not yet available in early access), doesn’t have a confirmed release date as of now, but we’ve had a sneak peek. Toward the end of February, I visited Gamepressure’s office along with two developers from Unfrozen Studios – the team chosen by Ubisoft to develop the next installment in the HoMM series.
Michal Manka: How much influence on the Heroes: The Olden Era does Ubisoft have?
Katya Prikhodko: Our collaboration with Ubisoft is a partnership. As developers, we enjoy a significant degree of creative autonomy when it comes to game development. Most of the risks and decisions related to the game are ours to make. Ubisoft maintains an overview of the project’s progress, but our collaborative agreement is such that they don’t typically meddle too much. The content within the game primarily reflects the vision of our team.
MM: What is the starting point for Olden Era in terms of how you were designing the game?
In terms of Heroes games specifically, it’s Heroes II, III, and V. When considering the broader context, King’s Bounty played a significant role as an influence on the mechanics and hex system found in Olden Era.
MM: Is it the fanbase of Heroes that you’re aiming for with this game, or do you want to appeal to both beginners and experienced players? It appears that while there’s plenty for advanced players, it might be a bit intimidating for newcomers due to its complexity.
In addressing your initial query, let me clarify our objectives: We aim to please long-time series followers by ensuring they enjoy the game, but we also seek to attract new audiences and demonstrate that Heroes is an exciting and engaging franchise. To achieve this, we’re focusing on intuitive mechanics, complete with a comprehensive tutorial for those unfamiliar with the franchise. Our goal is to make the game accessible for all, even if it has intricate mechanics.
In addition, we’ve designed levels of difficulty to cater to various skill sets. For multiplayer, we’ll implement a matchmaking system based on player rank and skill, ensuring beginners won’t face seasoned pros right away. We’re also offering a range of difficulty levels, from the most challenging modes down to the easiest ones. Currently, we have five different levels in place.
MM: What can you say about difficulty level? What they influence?
The system is currently being refined, meaning certain aspects may change, but it’s guaranteed to have more than just three levels of difficulty. This includes easy, medium, and hard modes, with further adjustments made within each category for a more nuanced experience.
Bartholomew Podress-Leszek: In our game, much like Heroes 3, the amount of specific resources available to you varies based on the difficulty level you select. For instance, if you opt for the easiest setting in H3, you’d begin with an abundance of gold and rare resources. Conversely, when playing on the hardest difficulty, you’d start with no resources unless you were engaged in PvP. In that case, a special rule allowed you to hire an additional hero with sufficient starting gold. Our system follows a similar pattern. The chosen difficulty determines the quantity of specific resources at your disposal. As I remember, it also influences the number of guards and creatures you encounter when battling for resource hubs and dwellings.
Player: Given our discussion, I understand you’ve introduced a new asset in the game, however, it was pointed out that one of these resources might be missing. Could you clarify which assets are still available for us to utilize in the game?
In the game since Heroes 1, we’ve had two fundamental resources – wood and ore. These are similar to bread and butter when it comes to constructing buildings. Amongst the scarce resources, there are gems, crystals, and mercury. We also have alchemical dust, which takes the place of sulfur. This unique resource is utilized for enhancing dwellings, items, spells, and more.
MM: In terms of upgrading and progression – is there anything new?
Indeed, there is some truth in that statement. For something fresh and not found in earlier editions, I’d highlight the introduction of faction laws and the spell upgrade system. However, features that have been reintroduced and will be recognizable are certainly the alt upgrades. This is a feature from Heroes 5, allowing players to select between two upgrades and switch between them at their convenience whenever they desire.
User: Alright, now let’s discuss the topic of spells. I understand there are four main branches of magic. To ensure I have a thorough understanding, could you please share all the details about each school?
Absolutely! Our roster includes the Daylight School, Nightshade School, Primal Magic School, and Arcane Magic School. Each school specializes in distinct spells designed for various purposes. We’ve aimed to enhance the magic hero experience by making it more engaging and unique compared to melee heroes. Remarkably, our magic heroes can cast two spells per turn if they possess a rare skill that sets them apart from others.
User: Could you please clarify some details about the rules governing each faction? I’m curious to understand their mechanics, how they can be improved, and if each faction has its own distinct set of rules or are there common rules across all factions?
Each group or faction has a unique set of rules that operate differently and impact them uniquely. A good way to visualize this could be as a specialized rule system tailored for your specific faction, similar to a distinct development tree in the game. Regardless if you’re controlling Necropolis, Dungeon, or another group, you will have your own set of rules. To accumulate faction law points, simply progress through the map with your characters. As they level up, they automatically generate these points. Additionally, some points are automatically generated over time by your town halls.
MM: Do you add new units to existing factions, or do you refresh the ones that were already there?
The specifics can vary based on the group involved. I can’t give a precise answer, but our aim is to preserve the nostalgic feel of iconic places like Dungeon, while also incorporating fresh elements that align with the rules of each faction.
MM: Okay, so can we talk about a campaign a little bit?
In the Early Access version, players will experience a campaign, though not as expansive or fully-fledged as the final 1.0 release. This campaign is non-linear and allows you to make choices that impact both the overall storyline and individual missions. Our goal is to provide players with a sense of autonomy and personalization, as the narrative is designed to captivate audiences. Campaigns are the key selling points, offering immersive experiences with emotional depth – something I can vouch for personally [laughs]. We aim to reward each player based on their choices, ensuring every decision matters in the grand scheme of things.
A: Exactly how big a part of the game will the campaign be during Early Access? Will it offer just a taste, or a more comprehensive narrative that can be fully explored?
In our game development process, elements can shift at any moment. However, we’re committed to crafting a part of the campaign with its unique narrative. This won’t be the final version as our focus isn’t on completion yet. Instead, players will still get to experience an engaging story segment.
We also prioritize a robust multiplayer component, so if you prefer battling against other players instead of following a linear storyline, feel free to jump into the arena or classic mode. Our game offers flexibility.
Of course, we can’t cater to everyone’s tastes as it’s impossible, but we aim to attract specific types of players who appreciate certain aspects of gaming. Fingers crossed that we achieve this balance successfully, but only time will tell [laughs].
User: I see the game is being developed in Early Access. Is this a strategy to gather player feedback before the final release?
As a dedicated gamer and the team behind this Early Access game, I’m eager to engage with you all! We’re working tirelessly to add new features to our game, and your thoughts and ideas are invaluable to us. We want to start a conversation about what you’d like to see in updates, as well as discuss what we have planned for the future.
You can expect regular patches to keep the game fresh and exciting. I can’t reveal the exact frequency just yet, but rest assured it will be frequent. Once we launch Early Access or shortly thereafter, we’ll share our plans with you. However, please remember that these plans might evolve based on your feedback, which is crucial for us to shape the direction of our game. So let’s talk, play, and grow together!
MM: Do you know how long you want to stay in Early Access if all goes well?
KP: I’m not sure I can share it, because, well, game development.
User: Indeed, I understand your question. To clarify, are you asking about the future plans for the game’s updates and potential expansions, specifically if there are any plans to create a significant expansion following the release of version 1.0?
Sure thing! “At this point, I can only confirm ‘yes.’ [Laughs] We’re brainstorming some ideas for downloadable content (DLC), but it’s premature to discuss them right now. Our main focus is on getting the Early Access version of the game out, gathering player feedback, making improvements based on that feedback, and ultimately releasing the final version of the game. There are several stages to go through before we can even think about DLC.
MM: Can you tell me, what you’re working on right now?
KP: From what I stand, we’re polishing multiplayer, because this is the trickiest part.
Our testers are working hard on maintaining our network’s stability to ensure a smooth and enjoyable gaming experience. One of our main objectives is to prevent players from encountering network problems or other issues when we launch the game to the public.
MM: How recent is the version of the game, which we played today? Is it a current build?
BP-L: Yes, it is.
KP: The last patch was yesterday.
We’ve got plenty on our plate, but many tasks have been completed. Installing icons for the game is relatively easy compared to managing, fine-tuning, implementing, and ensuring that the complex mechanics function correctly. Currently, the icons and user interface aren’t polished, which is why we’re gathering feedback. During internal testing, they are our main focus, and yes, work in progress icons are currently visible.
MM: Can you tell us more about the music, who’s involved and what to expect?
Paul Romero contributes to crafting music for an ancient era, while Chris Velasco, a highly respected conductor, works on themes and various other pieces for us. The Heroes Orchestra takes care of orchestrating all the music and will be in charge of the overall sound of the game. Music is crucial in our approach as we aim to blend old and new styles, creating a legacy while also introducing fresh melodies. The Heroes Orchestra will ensure a seamless integration of these elements, resulting in a cohesive musical experience. All the professionals mentioned are renowned in their fields, and we’re thrilled about this collaboration, eagerly looking forward to sharing our work when the game is launched.
MM: Is changing passive influence on what’s happening on the map coming back?
Absolutely! In our current version, there’s an interface in place for this feature. Currently, it doesn’t have any effects, but it’s designed to support a concept called “Week of something.” Additionally, we’re considering introducing a “Month of something,” such as “a month of progress,” which would enable you to construct one additional building per day compared to the standard rate. We’ve also thought about a hypothetical “Month of plague,” although it’s not something anyone is particularly fond of. If you’re an experienced player or if you often delay unit recruitment in games like heroes, you’ll understand how challenging that month can be because it typically empties your creature dwellings.
MM: What can we do in a game apart from the campaign and PvP matches?
In our PvP (Player versus Player) matches, we offer three distinct gameplay modes:
1. The classic mode is reminiscent of Heroes 3, where players can recruit up to 8 heroes, which can be increased to 10 in the HoMM3 and Olden Era versions. Note that this number may vary. Players who enjoy online H3 matches will recognize this mode immediately.
2. The single hero mode is familiar to fans of HoMM3 as well. In this mode, you control a single hero, and if he perishes, the game is lost because no replacement hero is provided.
3. The third mode is Arena, inspired primarily by Heroes 5. This mode skips the economic aspects of the game, allowing players to select their preferred hero, skills, spells, army, and then dive straight into battle against another player without the need for resource management.
In summary, players who appreciate the single hero modes in Heroes 3 will find enjoyment in our single hero mode, while Arena mode offers a fast-paced, streamlined experience that focuses on combat against other players.
MM: What are your thoughts on modding support?
We’ve noticed that many players enjoy customizing their games through mods, whether they are playing Heroes 7, 5, 3, or even as far back as Heroes 4 and 2. At the moment, we don’t have plans to incorporate this during our Early Access phase. However, once we reach version 1.0, we will begin considering how to implement modding in a way that ensures players can enjoy it comfortably and correctly.
Assistant: Which single aspect of heroes from ancient times do you feel most satisfied with or proud of? Is there perhaps something that you believe gamers would appreciate the most?
BP-L: We work with Heroes Orchestra!
KP: You stole that from me!
For quite a while, I’ve been keeping tabs on their achievements and advancements. I’m someone who deeply appreciates music, so being able to collaborate with them for our project, interacting and reminiscing with them – it feels like a dream come true, a wish I had when I was younger. As for the game mechanics, what excites me the most are the faction laws. These elements have been present in other strategy games, such as technology trees and upgrades, construction paths, and so forth. However, integrating them into Olden Era gives it a unique twist that I find invigorating. It provides an additional avenue for players to develop their characters and tailor their strategies, allowing for more self-expression in the gaming experience.
One thing I share with KP is a love for music, specifically Paul Anthony Romero’s compositions. It’s an immense privilege to collaborate with him since his music has been the lifeblood of the Heroes series for years. This collaboration represents a significant achievement for us and we’re thrilled he agreed to work with us. The unique style of Romero’s music sets it apart from what we typically associate with the Heroes games, making this an exciting departure for both us and me personally.
As a gamer myself, I can’t help but feel triumphant about the fact that our game is being developed by members from our very own community. That’s a huge success in my book!
Secondly, one aspect that stands out for me is the newcomer-friendly approach of our game. Unlike some Heroes games where it wasn’t immediately clear how to dive in, ours seems tailored for those who are new to the genre. Whether you’re a seasoned Heroes fan or simply enjoy strategy and turn-based games, there’s something here for everyone.
Despite its depth, our game is not overly complex. It offers a rich gaming experience without overwhelming beginners with too many intricate systems and mechanics.
MM: Thank you for the interview.
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2025-03-07 17:14