As a game developer with years of experience under my belt, I can certainly relate to the challenges and joys that Gunfire Games is facing with Remnant 2. Balancing new experiences with catering to established favorites is no easy feat, but it’s a task we all relish in our respective fields.
After the developer’s highly successful debut of the initial game in the series, Gunfire Games introduced Remnant 2 approximately a year ago, earning comparable acclaim and creating a significant stir among players on Steam due to its distinctive blend of third-person shooter and Soulslike mechanics. Since its initial release, Remnant 2 has been expanded with three complete storyline DLC packs, the most recent being The Dark Horizon – the final promised story expansion for the game. Apart from being the largest single story update to Remnant 2, this DLC also introduces the new Warden Archetype, which is anticipated to become one of the strongest support characters in the game.
Game Rant held an interview with two key gameplay designers of Remnant 2, Ben Cureton (principal designer) and Steve Bednarz (senior designer), discussing the enticing features of the new class, the thought process behind designing classes and equipment in Remnant 2, and how player feedback influences their design decisions. For conciseness and clarity, this transcript has been condensed.
How the Warden Archetype Came About in Remnant 2
Q: Could you introduce yourselves to readers?
Ben Cureton: Hello there! I’m Ben Cureton, the lead gameplay designer for Remnant 2. Essentially, I oversee everything related to the equipment you use in battles, such as weapons, guns, Archetypes, trinkets, and more. All of that is handled by my team, including Steve who can share more about his role.
Bednarz: Steve Bednarz is a senior designer who collaborates with Ben. Our responsibilities encompass everything included in the game player kit such as archetypes, trinkets, firearms, modifications, and anything else that shoots or explodes. Essentially, we handle all that.
Q: How does it feel to have Remnant 2’s third and final DLC launching soon?
For me, it feels fantastic! It’s as if I’ve shed a burden, not a distressing one, but the pressure of wrapping everything up neatly and creating items that harmonize within our established ecosystem; providing improved players, fostering development opportunities. We aim to end this journey with a grand finale, attempting some of our most innovative and daring experiments.
There’s a pleasant vibe here, yet there’s an undercurrent of melancholy too, knowing that we might have continued working on Remnant 2 had circumstances allowed. How about you, Steve?
Sure thing!
As a gamer, it feels just like Rock Lee shedding his weights in Naruto, unleashing an energy I didn’t know I had. We’ve been working diligently within the world we built, and it wasn’t confinement, more like a comfort zone. But when we let go of those limitations, it’s as if we’re given a fresh canvas to paint on, opening up endless possibilities for new adventures.
As a gamer, I can’t help but feel this sense of mystery. It could be the world of Remnant, or perhaps something entirely different. Regardless, there’s an undeniable excitement that fills me up, yet a tinge of sadness lingers – we’ve invested so much time in the realm of Remnant, and now it seems like we’re saying our goodbyes, sending it off with all the love and respect it deserves.
So at this point, the team can focus on maintenance, subtle improvements—things like that?
Cureton: Absolutely.
Q: What were some of the inspirations behind the design and abilities of the Warden Archetype?
It’s fascinating how some things can appear obvious to others, such as the resemblance between our trailer’s drone character and the Destiny Ghost that viewers pointed out. I was taken aback because I hadn’t made the connection myself despite working on this little drone for several months. Sometimes, it seems, inspiration seeps into our work subconsciously without us realizing it. Other times, inspiration is intentional.
Among the games we deliberately chose, it’s likely that Helldivers 2 was one of them. We were immersed in gameplay at the time, featuring a drone that followed you around. Primarily, our inspiration stemmed from the game itself and what would harmonize with the N’Erud class and their overall theme, which revolves around automation. Essentially, we aimed to create turrets, deployable turrets, and other elements that could be set up as “set it and forget it” options.
You release the drone, allowing it to perform its tasks independently, or you can interact with it further by sending it to another player in a cooperative setting, fostering engagement. It’s based on pre-existing character types, which we examine to determine suitable matches for integration here and there. We evaluate all our character types to find the best fit.
As a gamer, I often find myself pondering about unexplored possibilities within our gaming team. Constantly seeking fresh avenues, I’m always on the lookout for something new we haven’t tackled yet in our gameplay.
Bednarz: That as well, for sure.
Reasons to Look Forward to The Dark Horizon and The Warden Archetype
Is there any other character class that has been found to work well alongside the Warden, as demonstrated during playtesting sessions, apart from the Engineer?
Cureton: To put it simply, Steve has some ideas about this topic. As for me, I believe the Warden complements all characters, but was it designed that way on purpose? Yes, we aimed to avoid situations like with the Handler, where you might think, “I won’t use this with the Hunter, as it doesn’t work well in a specific situation because…”. For the Warden, our goal was to ensure that every drone offers something useful to each character, given reasonable circumstances.
If you possess an item that boosts healing, or require an item for shielding, or need one for additional bulwark – since there’s a perk that takes care of that – if you’re looking for something to enhance your DPS a bit more, I’d enjoy using it together in a duo with another support build. I appreciate the role of support. I enjoy it and all types of gameplay, but I find myself drawn to support because often players believe they play in only one style, and we aim to challenge that notion.
In other words, I prefer teaming up with Medic as he allows me to act as a protective barrier for my group, ensuring their survival in any situation, even during the toughest challenges. Additionally, I enjoy utilizing either the combat drone or healing drone when I’m engaging enemies more frequently in close quarters or opting for a melee-focused approach. What about you, Steve?
User: Indeed, I believe the Warden works exceptionally well in scenarios where individuals aim for increased toughness or longevability. The Challenger combination is particularly effective. Also, it could be interesting to combine a “double pet” class setup; one with the Handler and the dog, and another with the drone. Essentially, you’d be like a “minion master,” but your dog would revive you while the drone provides additional assistance simultaneously.
The Warden serves as an exceptionally robust backup for any support class, seamlessly blending with them or enhancing a strong Damage Per Second (DPS) role. In situations where other classes may be deficient, they excel at stepping in to cover those shortcomings. While the Warden may not offer as extensive support functions, their drone can compensate effectively for these areas.
A: What’s so enticing about creating a new Warden character for players returning to Remnant 2 with The Dark Horizon’s release and the significant free content update? Here are some thrilling reasons!
In response to your query about Warden, I believe there are a couple of key points. Essentially, the role of Warden is to provide an initial boost of support for newer or even seasoned players. This boost allows them to venture out and try new things without fearing failure, as they can rely on the Warden’s assistance.
With the Warden, you have a persistent drone that provides continuous healing, shielding, damage, or area-of-effect explosives. You can use this drone in combination with your previous equipment pieces, such as shield items, and discover new strategies like, “Ah, I see I still have those protective gear; let me combine them.” Or, “When my character is at full health, I’ll receive an additional bonus that complements the drone.” Essentially, this combat drone serves to keep common enemies at bay while you concentrate on taking down the elites.
It seems this new feature will offer a significant advantage or perk to returning players. Instead of starting from scratch, they’ll feel more powerful initially. The class is quite robust overall due to its versatility, and while things may balance out later, it currently appears quite strong. As for Prisms, that doesn’t seem to be connected with the Warden directly.
Balancing Remnant 2’s Existing Meta With New Archetypes
“What are some of the primary difficulties when adding a new character type, or Archetype, to the current game dynamics in Remnant 2?
Cureton proposes: The task lies in not merely replicating our past actions. Although we’ve seen a pattern where something akin to the Handler is followed by a character like the Summoner, the difficulty remains in finding a way to deviate from this pattern.
Instead of providing what other classes already have, we strive to offer unique elements that no other classes offer within the game. Additionally, we often ponder on what aspects are missing or desired by players in general. So, if you were to play Remnant, you might think, “Wow, it would be great if I had features like X, Y, Z.” This is exactly what we did when creating the Ritualist class.
We mused, “We lack someone who focuses on status. While we have an individual specializing in damage, we require a status-focused character instead.” Sounds good. “We don’t currently have a class that emphasizes skills over everything else. How about we create the Invoker?” We always seize chances like these.
Initially, we sketched out around 20 distinct Archetype ideas, more like concepts than fully-fleshed designs. As we progressed, we refined and combined these ideas. For instance, one of our original ideas was the Tracker, essentially a blend of a Handler and Hunter. We also had a Sniper, strictly ranged combat. Later on, we decided to separate and reimagine these roles, leading to a more diverse and dynamic gameplay experience.
From the beginning, we’ve been nurturing the concept of The Warden, and this is essentially how we materialized it. We felt that among our designs, it was one that hadn’t been fully realized due to our focus on combining and assembling others in various ways. We believed that this design had potential to be developed further, similar to how we expanded Ritualist and Invoker.
As a dedicated fan, I’m constantly grappling with the immense variety that our game offers. With around 200 unique rings at my disposal, each one equipped with interchangeable perks, it’s a challenge to stay mindful of the profound impact these seemingly small elements can have on the game’s dynamics.
The challenge lies in: “How can we equip players with various toolkits to foster creativity within the game, yet maintain a reasonable level of difficulty? Striking this balance is tough, if not unattainable, especially before the game’s release when it’s just the team working on it. Once thousands of people start playing, we’ll have a wealth of data to help us adjust and improve.
Cureton: It’s indeed tough at times to maintain balance when equality isn’t achievable in certain situations. Take for instance abilities like the ‘damage perk’. These are relatively straightforward as we can just state, “This character inflicts this amount of damage, while that one inflicts this other amount.
In simpler terms, our characters possess utility bonuses, damage bonuses, and relic bonuses. For certain characters, their relic bonus is exceptionally potent compared to others. However, this character might lack in the utility department as they tend to work independently, which means they may not contribute much to the team’s overall strength.
On their own, that Archetype exhibits considerable strength due to factors X, Y, and Z. In a team setting, they remain robust individually, yet fail to amplify the abilities of others. Identifying such situations can prove difficult because occasionally, one might think, “Ah, we hadn’t considered that. They are consistently good. That’s a nice bonus. Alright, well, that’s interesting.” Such instances do occur.
A: It seems clear that numerous factors influence the behavior of various Archetypes, their interactions with others, solo vs team play, team compositions, and gear characteristics, including the types of rolls on your Fragments. In other words, it’s about finding a balance among all these complex variables?
Cureton: Indeed, we observe the same thing with other games as well. Currently, we’re engrossed in playing Space Marine, and they employ a system that is quite alike, featuring core perks, team perks, and signature perks. This setup shares some resemblance to Prime and our utility/core perks. Occasionally, when comparing similar features in other games, you might think, “That second team perk really appeals to me. I don’t believe I’ll ever choose anything else.
It’s clear that our diverse set of characters is appreciated, but there seems to be a misconception that Medic Shield should only be used with the character ‘Medic’. However, it’s a shame because we’ve put a lot of effort into creating other items as well. I wish more people would use them. We’re planning on adjusting their power levels. Don’t worry, I get the humor [laughs]. It’s definitely a conundrum to encourage usage of our other creations.
How Remnant 2’s Design Team Leverages Community Feedback
Q: When designing a new Archetype, how does community feedback factor into the process?
In essence, a significant part of our approach is based on understanding what players seem to be lacking in their gaming experience. We aim to offer content that they find enjoyable and exciting. For instance, if someone mentions wanting Turrets from the first “Remnant” game, we recognize this as a potential addition since we already have an Engineer class. Similarly, if a player expresses a desire for more melee-focused elements in the game, we take note and consider how to cater to that preference.
As a gamer, I always ponder over the player experience, considering it from every angle. While a player might spend hundreds of hours immersed in my game, I’m the one who’s put in thousands of hours crafting it, ensuring it offers an engaging and rewarding journey for them.
As a gamer, I often find myself pondering over what features I wish were in the game. When players share their thoughts and experiences, it feels like they’ve touched upon ideas on my own list. For instance, when a player suggests something similar to idea number seven or 14, I can’t help but wonder if we could combine those elements together. It seems like it would be a popular choice among gamers.
Perhaps that feedback reshuffles things; it could bump something forward or delay another thing, depending on the situation. We often adjust based on feedback, but we won’t blindly follow instructions like “You should do it.” In our game, we don’t have ‘transmog’ because there might be constraints of time and resources, but we strive to deliver the best experience possible for gamers who enjoy playing games and want a unique experience.
Does the feedback from people about their preferred character archetypes or team setups influence the design process in any way?
Initially in the original game, there was frequent discussion about the weakness of status effects. This led to a sort of repetitive consensus among players. However, with our first DLC, we aimed to address this issue by introducing the Ritualist character and providing numerous items that enhance status effect builds, as well as more options for applying them.
We certainly take note of suggestions and strive to enhance areas that players feel need improvement, similar to adjusting radio settings for better sound quality. We value feedback and aim to address any perceived gaps within the game.
As a dedicated gamer, I’ve found myself resonating with players’ thoughts quite often. With countless hours poured into retail Remnant under my belt and no room for cheating or self-granted items, I’ve had moments where I’d nod in agreement, “I get what they’re saying,” and sometimes even suggest, “We could use a few more status items here, or perhaps improve on what we already have.
Although Ritualist was initially considered as a potential character with a defined status, this doesn’t mean we’ve fully designed the character yet. Instead, we’ve developed an initial concept that sparks intrigue, leading us to say things like “What a great idea!” or “That’s an interesting perspective.” These thoughts serve as a springboard for us, either generating new ideas or refining existing ones based on that inspiration.
A: What strategy does the team employ to ensure that the game characters, or Archetypes, work well for both single player and multiplayer scenarios?
In my opinion, the key aspect lies in creating tools with versatile applications. It’s not always feasible to have such flexibility, isn’t it? For instance, if you have a tool that only delivers ranged damage, well, that’s acceptable. That’s exciting. Perhaps that character is more suited for solo play. Maybe the class excels at taking out targets from afar. In this case, their role is to deal with enemies individually or at a distance, but it boils down to a single contribution either to the team or in solo situations – it can go both ways.
“You’ve got something like Medic that gives a shield. It’s like saying, ‘I’ll give everyone a shield to prevent them from dying at just two pixels. And if you have a shield, I can boost your health by 10% or add three layers of Bulwark for you and your teammates. Using this item effectively can be more beneficial when playing with others.
In simpler terms, we use these tools in various ways, not just the traditional ones. For instance, consider the Hunter class, which primarily deals ranged damage. But what if you need to use Shroud, not just for hiding, but also to revive a teammate during a fight? Normally, you’d be vulnerable while doing so, getting attacked by other opponents. However, using Shroud, you can sneak in and revive your teammate without taking the brunt of the damage yourself. This is a common use for cloaking devices, but it adds some usefulness to the mix.
In an effort to identify and seize opportunities where tools can serve multiple purposes, we should also be aware of situations where they cannot. If a tool doesn’t fit the bill, it’s not the end of the world as we can compensate with other skills. While it’s fine to concentrate on a single focus, incorporating team-oriented aspects is always beneficial when possible.
A: How do developers ensure that Remnant 2 offers repeat play while still appealing to both new and returning players, considering that the Archetypes are a significant aspect of this gameplay loop?
Cureton: We don’t always aim for a significant boost in power, although we do have an upcoming patch (Prisms update) that significantly enhances their power, but that’s a different story. Typically, when we make changes, we consider, “What can offer more results with the resources we currently possess?
You often tease about it, but it seems like only a few characters can equip up to three “powerful bonus” rings, correct? There aren’t many methods for achieving this. Truth be told, the gameplay becomes repetitive over time. Instead, we focus on introducing elements such as regenerating health, protective shields, and unique status effects. Each time we do that, it becomes apparent that we’ve overlooked some potential opportunities because there are so many possibilities to explore. While we don’t intend to alter the game fundamentally, we want you to experience fresh gameplay mechanics and uncover new ways to enjoy the game.
Essentially, it’s about maintaining consistency in terms of the intensity or appeal of things. Occasionally, we may veer too high, occasionally too low. Let me put it this way: “Occasionally, you might discover new methods to reactivate old favorites, or even things you hadn’t noticed before.” We’ve certainly made adjustments in the past where people later returned and said, “Hold on. Those 30 items I never used before might actually be useful now.
Question: Now that The Dark Horizon serves as the last Story DLC for Remnant 2 and seemingly the last new Archetype, what can we expect from Gunfire Games in the future?
Cureton: It’s great to hear you mention the final “promised” DLC as we’re committed to continuing our support for the game. We understand that there may be bugs and areas requiring adjustments. Regarding the Prism system, we’ve thoroughly analyzed it and have received feedback like “It would be nice if we could re-roll Prisms.” While we considered this, we often face limitations in terms of time. However, occasionally, after delivering the finished product, we might find ourselves with a bit of extra time to address such suggestions.
Absolutely, our plan is to continue backing Remnant. Regarding what lies ahead, we’ll have to wait and see how it’s received by the audience. Players like us are eager to delve deeper into Remnant, and as Steve mentioned, there’s always more to explore due to the game’s open-ended structure that allows for endless possibilities.
You might imagine returning to confront dinosaurs [smiles]. Now that I mention it, someone might ask for just that. However, the decisions aren’t ours to make. But should anyone approach us and inquire, “By any chance, do you think we could explore more possibilities with Remnant?” Our response would be a resounding, “Absolutely!
[END]
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2024-09-27 14:26