Can you tell us how Paragon was created?
At the start of the project, we knew we wanted to make a competitive online game, but we weren’t sure what kind of game that would become. The early team spent a lot of time playing a ton of competitive games to — first- and third-person shooters, real-time strategy games, board games, MOBAs, sports games, and more. What we found was that we’d spend so much of our time talking about these incredible moments that were happening when we were playing moments. The clutch plays, the ganks, the last-second comebacks… these were really great, personal stories we were able to tell time and time again. So we decided to approach the genre from a new perspective, putting our own, Epic spin on it.
What makes this MOBA different from a typical MOBA experience? What specific items did you set out to accomplish to separate yourselves from the rest of the MOBA world?
One of the things we wanted to do was to get gameplay that was closer to the experience you’re sold when you see the pre-rendered MOBA trailers. They’re this huge, exciting, high-fidelity action pieces with amazing, in-your-face action. But then you go and play the game, and it’s a very different experience, usually top-down and you’re basically directing action rather than performing it. Now, there’s nothing wrong with that — it’s super compelling in its own right. But we wanted to give players real control over their Heroes, putting them on the battlefield and in the action in full 3D where aiming and verticality matter.
Our card system also adds a lot of strategic depth to the game, in that you can make meaningful choices based on your personal play style. You don’t have to use your Hero the same way twice, you can be surprising with your choices and adapt to situations.
Why go to a third-person view in the game instead of a traditional top-down? For me, it certainly feels like more of a challenge and less separation from character, but it does offer some difficulty in perspective.
Like I’d mentioned earlier, putting players in direct control over their Hero and putting them in the action versus being a puppet master, looking down on the battle, was important. By shifting the perspective, it means aiming matters, it means verticality now matters, and you have to adapt. For veteran MOBA players, they’ll find that a lot of the same tactics will work, but the fresh perspective means you’ll have to start thinking of fresh tactics. For veteran shooter players, they’ll find that their ability to navigate a fully 3D environment and strong control of targeting allows them to start playing well even as they grow into learning the MOBA ropes. We feel like it is a win-win for both MOBA and shooter players, and for anyone who loves action.
What future plans do you have for Paragon, if you can share them? Is there something on its way that you’re particularly excited about?
It’s too hard to pick one thing! Since we launch in Early Access, we’ve made a ton of progress, but it’s really just the start for us. Over the coming months and years, we have a lot of cool stuff in store. From improvements on the stuff that’s already in the game to new content, there’s a lot for players to look forward to.
What is your favorite part of the game? “All of it” does not count. You have to be specific.
My favorite thing *in* the game is the exciting team combat. There is nothing quite like playing with strangers (or friends!) and pulling off an amazing chain of abilities to wipe out the other team. It is magic.
My favorite part *of* the game is the players, because that’s why all of us designer type peoples make games. The community is amazing and so much more passionate than I expected or dreamed. They are encouraging and critical, hilarious and sarcastic, and all around enthusiastic about the potential of Paragon. Every week I see the community making content for each other, being helpful to new players, discussing new strategies and balance, laughing at our mistakes (and their own), posting videos from the replay system… as a designer, it makes all the struggle 100% worth.
Paragon is in open beta now, so if you haven’t checked it out yet, this is your chance.