I was able to sit down with Steve Superville, the creative director of Paragon, and get some questions answered about the game. 

Ben Hernandez: Coming from mostly action games, how was Paragon a different challenge? In the sense that as a MOBA are you designing things with ideas of how to grow them down the road?

 BH: Now that we are seeing the game played more in the public eye, how does that effect what changes are coming? I have read that after a game is launched developers really get an idea of how the game will be updated because the gamers are better players than the team most of the time.

 BH: Paragon has a unique card system which seems to be trying to pull away from traditional cookie cutter builds in MOBAs. What was the thought process on how the card system will be used to provide a unique strategic opportunity for the players?

BH: There are a lot of questions about whether Paragon will become an eSport.  How much of that thought is put into the design of the game?

 BH: Paragon has chosen to go with a third person point of view over the top down that’s used in some other traditional MOBAs.  Can you talk about how this changes the experience of the matches, especially with the lanes being tiered in Paragon and players being able to look across and see what is going on in other lanes?

BH: In other MOBAs, you have multiple arenas that the player can choose from, whether they are 5v5 or 3v3 in different map setups.  Does Paragon have any plans for different maps and game modes in the future?

BH: Can you talk a little bit about Paragon’s replay system and GIF creator? Gamers love to show off an epic kill, skill shot, or a near-death moment. It seems this really caters to that side of the community in allowing them some of those bragging rights.

 BH: Many gamers love to know the lore of the games they are playing.  Has there been any discussion of giving the character’s backstories?

Another thing to consider is that the best way to get good at the game and to learn Heroes is to watch the best players, so the replay system is also a learning tool. You can see the action from different angles, understand why players made certain choices, how they use their abilities. With the replay system, you play a match against a particularly skillful opponent and then go back in to see what they did that made them so challenging to play.

We’re already also seeing a lot of great community content, like you’ve mentioned, people making their own cinematic style videos and highlight clips. As we expand the replay system and the game, we can’t wait to see what else comes out of it.

BH: Going back a bit to the card system. In other MOBAs, a big aspect is team synergy and certain characters’ abilities working well with others to create some lethal combinations.  Do you feel Paragon does this with the characters, or will it lean more on cards interacting to create these systematic interactions between players?

 BH: Can you give us a glimpse of what to expect from Paragon between now and the official release? Anything game changing possibly in the works?

With so many MOBAs out there, Paragon is looking to separate itself from the pack with unique play. Early access has begun and is available for purchase at Paragon’s website. Let me know what you think of the game in the comments below.