Cheyenne Mountain’s Dan Elggren talks about bringing Stargate Worlds to life


“…with Stargate Worlds I feel we had a great vision from the beginning”


When you build a game on a pop culture icon, there are certain expectations. When you build it on a license such as Stargate, well, cast aside the expectations and get ready for a wild ride through the imaginations of developers. Why? It’s simple, actually; while Stargate – as a license – has certain parameters in terms of races and behaviors, the portals that give the license its name can lead to virtually anywhere.


Cheyenne Mountain Entertainment is the driving developmental force behind the title. According to the press release, Stargate Worlds Online:


“… provides players with a form of ranged combat unique to MMORPG that will take full advantage of modern and science fiction weaponry, cover, and terrain. Players will be able to form squads with their friends or use bots for players who want to go solo. Squad leaders will control maneuvers and objectives through an innovative combat control interface. Players may choose to create characters that are members of either the SGC (the Good Guys) or the System Lords (the Bad Guys). Characters are equipped with varied and mixed skills, with the choice to form such classes as Research, Combat Marine, Medical, Scientific, Diplomatic, Engineering, Archeological, and Exploration. PVP will be possible between the two alliances on many contested worlds, actually swaying the balance of power on those planets, and unlocking hidden content. Cooperative play will also be possible, and players will be encouraged to forge temporary alliances to deal with greater threats, such as the Ori.


“The universe evolves as players inhabit and vie for control over alien worlds. Local populations will shift their allegiance between the two alliances. Outside threats, such as the Ori, will conspire to further change the face of these worlds. Players will be able to tip the balance of power on these worlds, beating back the Ori invasion, and swaying the local populations to their side through quests, combat and trade. Whether you are a solitary explorer, master tradesman, or commander of a massive armed force- your every action will alter the worlds of the Stargate universe.”


All in all that sounds like a very deep and expansive online gaming experience. Of course, GameZone wanted to know more and contacted the good folks at Cheyenne Mountain. Dan Elggren, Stargate Worlds studio head, took time to chat with GameZone about this upcoming MMO.


Question: You are working with an IP that in many ways allows for a lot of creativity, yet initially you have to establish that bond with the movie and television show. What sort of challenge does that present to establish the IP as well as move it forward into new realms?


Dan: You’ve really touched on the most important issues that we face when building on an existing IP like Stargate. You can’t rely on the IP as a crutch to carry you. You have to concentrate on building a good game. The Stargate IP is a wonderful background and gives us a ready-made palette on which to paint our stories.


We do need to create a bond with Stargate early on, and there are a few ways we do that. First, we’re telling a story that from very early on, fans will recognize as part of the Stargate universe. Second, it won’t take long for players to get to a Stargate, and there aren’t many icons in science fiction that are as instantly recognizable as the gate.


In the end, however, it doesn’t matter how strong a connection we make with the IP if our game doesn’t live up to expectations. And that’s why our number one job is to build a fun game.


Typically the sci-fi genre has not fared really well in MMOs, especially when they are focusing on a shooter element to drive the combat and action. Yes, some games out there do well, but do not enjoy the overwhelming success that fantasy MMOs seem to have. What elements are you bringing to the genre that should have players sitting up and taking notice?


Dan: Well, for one thing we have the Stargate license and I think this is a franchise that is just crying out for a video game.


But overall, I think the market is just waiting for the right game to come along. As for the overwhelming success of fantasy MMOs, we obviously think it’s just a matter of time before there’s a breakout sci-fi title. Gamers want a quality, fun game, and that’s what we have to deliver to be successful.


We really don’t want to over think this and over analyze it. If you build a stable, fun product, you’re probably going to be more successful than a buggy, boring product.


The MMO genre, as a whole, seems to be revolving around game play elements that have not varied much in the past four years or more. What have you changed with the mechanics of the SGW title?


Dan: First of all, I don’t believe in discarding play elements just because they’ve been around for a while. We are building an MMO and MMO players will feel at home when they step through the gate. But it’s the way we implement these systems, especially in combat, that makes all of the difference in the world. One playtester who had about 15 minutes of game time commented that Stargate Worlds plays like an MMO, but feels like a tactical shooter.


It’s a tough concept to explain, but once you get in and play, it all snaps into place.


Another area where we’re looking to innovate is with mini-games. We’re getting the player more involved in activities like opening locks, sabotage and translation by creating mini-games that they have to complete to accomplish their goal. These are Bejeweled-like games that scale with the character’s level. We’re aware that some players out there aren’t interested in this kind of gameplay, so we have given them the choice of “calling in help.” Characters get XP for completing mini-games, and it’s possible to advance through level cap, kicking back in the major cities and fielding calls for mini-game help.


How much personal customization will players have in terms of looks, clothing and weapons?


Dan: Players will have a choice of multiple heads, hairstyles, scars and bling at launch to personalize their characters, but much of the customization will come through the gear they pick up over the course of the game. We’re going to have enough weapons, armor and other gear to keep players satisfied.


Is the leveling plan similar to what players are used to – as in, kill “X” things, gain XP, level and invest skill points, or have you done something a little different?


Dan: That basically covers the gist of it, except for the “Kill X things.” Stargate Worlds is based on a license with a rich history, and “Kill 10 Jaffa” just isn’t very Stargate! That was never Jack O’Neill’s mission. That’s not to say you won’t ever kill 10 Jaffa in the course of a mission, just that the MOBs are obstacles, not objectives. Your mission will be something along the lines of “disable the Ha’taks over Hebridan before they destroy our base.” There will certainly be a number of Jaffa willing to die to prevent you from completing your mission, but you don’t have to kill the Jaffa along the way. You just have to get past them.


The MMO genre is rife with players that tend to be transitory. They will jump into a new game, muck around a bit and then either return to what they have been playing or go off in search of other pastures. What do you think will be the draw that keeps them in SGW?


Dan: I think more and more people are playing multiple titles these days, and Stargate Worlds is likely to look and especially play differently from other titles, so we feel good that our game will stand out from the crowd and be a permanent part of the rotation.


One other thing that I think weighs in our favor is our aggressive content update plan. We’re going to give players new content on a regular basis. We’ll be adding new story, new levels, new archetypes and, obviously, new worlds about every three months post launch. This will be free content that we’re giving away on an aggressive schedule. We believe that this kind of content is part of what gamers are paying for with their monthly fees and we will deliver on this promise in a big way.


Let’s talk about the graphic engine … what are you using and what does it allow you to realize within the game’s visuals? Do you use recognizable characters from the TV series or are all the NPCs new to the game? Did you use motion capture for the animations, or are they all computer rendered?


Dan: We’re using Unreal 3 for our graphics engine and Big World for the back end. Unreal is an incredibly flexible tool with great sliders. Our goal is to build a game that looks great on low-end systems and scales up to look breathtaking on high-end boxes.


We will have all of the main characters from Stargate SG-1 in the game in one way or another. Our game is set between seasons eight and nine, so you’ll get to see everyone from Jack O’Neill to Vala Maldoran.


We are using key frame animations for Stargate Worlds. The final animations haven’t been implemented in the game at this time, but I’m confident that they will please our fans.


Sound is an element that is often overlooked unless it is bad. Tell us a bit about the musical score of the game?


Dan: Stargate has a great musical tradition from Joel Goldsmith, and that’s something we want to bring to Stargate Worlds. Our Sound Designer Nick LaMartina is operating under the assumption that when you go through the gate and come out in a location where you’ve never been before, the music you hear helps set the identity. Each planet has its own identity and we’re using the big lights and the trumpets to tell a story.


Nick’s a bit of a mad genius. Once you get him talking about the sound of falling dirt, you’ll never think about it the same way again.


Will the game have PvP?


Dan: Yes! At launch we’re going to have PvP servers and opt-in PvP. In one of our upcoming episodes we’ll add a much deeper and more extensive system that we’ll be creating based in part on how people play the game. When you’ve got Archetypes like Scientists and Archeologists running around, you’ve got to find innovative ways to balance that against something like a Jaffa warrior or a stealthy Commando. So, we’re going to keep a close eye on how people play PvP and any issues that may arise before we put in platoon-on-platoon large scale PvP events.


After having worked on this game for the past several years, what do you personally like the most about it?


Dan: That’s really one of the most difficult questions for me to answer. As studio head I’ve got to be a big picture kind of guy, and I can honestly say that the sum is more than the parts. We’ve talked about sound, combat and mini-games just in this Q&A and I get to watch all of these incredible pieces come together to make a great game. So it is not often that you see a vision of a game come to life early in the development process and have it be the same vision of the game at launch. Yet with Stargate Worlds I feel we had a great vision from the beginning and have spent the development of the game iterating on that vision.