GameSkinny: Hand of the Gods: SMITE Tactics entered open beta a few weeks ago and has been in closed beta for a while now. How important has player feedback been for the development of the game during that time?
GS: HotG recently added the Mayan pantheon, bringing a bunch of new cards and an interesting new zombie focus to the game. Can you tell us a little bit about the process for designing a new pantheon? Do you start with a pantheon that you want to add and try to design mechanics that fit into it, or do you take a more bottom-up approach? Is it challenging to avoid overlapping the new gameplay with existing pantheon cards or carve out a unique role for the new set?
After our deliberation, we narrow our options down to one or two pantheons and that’s when the real fun begins, AKA the research! During my free time, I spend about a week or two putting together a presentation for the entire Hand of the Gods development team. This helps the team get a feel for the pantheon so we can capture the spirit of the pantheon in special effects, design, and animation. At the very end of the presentation, I hold a round-table discussion where everyone gives feedback for mechanics or themes for the pantheon and I take down every single suggestion. With the conclusion of the meeting, Austin [Gallman] and myself review my notes from the presentation and we start designing all of the cards inside of the pantheon.
GS: Obviously, Hand of the Gods spins off from one of Hi-Rez Studios’ already existing IPs, SMITE, an action MOBA. What are some of the challenges of adapting elements from an existing game into a different genre? Does it feel limiting at all? Liberating?
GS: The online CCG genre has really risen in popularity lately, with games like Hearthstone, Elder Scrolls: Legends, and GWENT earning themselves some pretty devoted players. How has the presence of these games influenced the development of Hand of the Gods, if at all? Do you find yourselves trying to emulate certain aspects of these games? Do you try to steer clear of any common tropes or mechanics?
GS: HotG recently had its tournament debut at DreamHack Valencia, so it seems like there’s some intention to bring the game into the competitive eSports scene. What are some of the added challenges of developing a game tailored for competitive players in addition to casual players? Do you find yourselves having to weigh whether certain mechanics or changes would benefit one but not the other? Or is there no difference at all?
GS: Finally, we’re obviously going to be seeing more additions and improvements as the game progresses through open beta. What upcoming changes are you most excited for players to experience in the coming months?
Players can gain access to the Hand of the Gods: SMITE Tactics open beta through HotG’s official website and can look forward to the release of the Hindu Pantheon as the open beta continues. PAX West attendees will also be able to get an early taste of the game’s competitive side at a $5000 open bracket tournament organized by the Hand of the Gods team. In the meantime, be sure to stay tuned to GameSkinny for all of your HotG news.