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At the recent Igromir 2014 in Moscow, we had the opportunity to chat with Might & Magic creative director Erwan Le Breton regarding the upcoming game Heroes 7.

I: Yesterday we were shown a presentation of your new game. Everything looks quite interesting; however, it seemed to us that you have somewhat changed the way the plot is delivered and the gameplay—the game feels more like the modern King's Bounty than the old Heroes. Why was this specific approach chosen?
Erwan: During the development of H7, we defined three "postulates" for ourselves that we try to adhere to.
First, we took into account the mistakes of the sixth part and decided to return to more classic features of the series that could be seen in 3, 4, and 5. Yes, we tried some new features in 6, but unfortunately, they were not very well received by the public. Based on this, we pay close attention
to the opinions of the series' fans and try to ensure that the game truly feels like something "Heroes-ish."
Second, we want to make sure that upon release, the game is attractive not only to players but also to modders. The game is being developed on UnrealEngine 3, and we will definitely create an SDK for our engine so that fans can make maps, mods, and other interesting things. We believe such a tool is beneficial not only for players but also for developers. Julian Pierre, our specialist for the Heroes franchise, very carefully monitors the quality of the game. He pays special attention to modding tools specifically, as he himself used to write mods back in the day. So we are looking at this side of the question very closely as well.
The "third" postulate is a bit more complicated. We want to make Heroes 7 good in its own right. That is, the game should look modern for 2015, be bug-free, and accessible to players. Of course, we love the old games in the series, but a game must have a good "face"—it must be relevant. We are adjusting not only for the fans of the series, who take a very active part in the life of the franchise—chatting on forums, following development, voting for certain changes, suggesting various improvements. We are also interested in that segment of players who simply love the Heroes series. So we try to make the game visually and narratively appealing and not too complex in terms of game mechanics.
I: Your desire to please all players is very encouraging. Based on this, I would like to know something about the game's Multiplayer. Is there any chance it will offer a competitive side? For example, a ladder or something similar.
E: Unfortunately, this specific aspect of the question is not a priority. Yes, we are interested in Heroes multiplayer, but we do not view the game from an esports perspective. For us, it's like simplified chess (here Erwan shows his charisma and performs a miniature "game of chess" — ed.). At the moment, we have gathered a significant amount of feedback from active community members regarding what they want to see in multiplayer. First, everyone really wants a "Duel" mode because those are fast battles; it's fun and interesting. Second, one should not forget about hotseat. That is also fun, interesting, and a kind of trademark of the series. Also, perhaps someday a more advanced multiplayer mode with matchmaking and other perks will appear.
But that will be after release, and for now, we prefer to focus on other aspects of the game.
I: We look forward to more information on exactly how Multiplayer will look in 7. Now let's talk about the new combat system in Heroes. Obstacles and such have appeared on the battle map. How did you come up with this idea of battle and, essentially, why did you decide to settle on it rather than sticking to the more classic combat of 3 or 5?
E: Actually, we had similar plans for 6, but there wasn't enough time to implement the system. Our creative lead from Ubisoft loves tactical RPGs very much. And if there is any way to influence the course of development, the only thing he asks for first and foremost is to add a tactical element to the combat system. If they gave him full freedom of action, we might even see some multi-level battles (meaning several "floors" on the battlefield — ed.). I think such an approach to the combat aspect of the game will make it more engaging.
I: It's interesting how this will "play out" not only in campaigns and singleplayer, but also in PvP.
E: Yes, it promises to be quite entertaining. For example, units can deal increased damage from the flank, and some of them gain special abilities depending on which side they stand relative to the enemy stack. Additionally, various flying and teleporting creatures will look more attractive for certain strategies.
I: All this sounds very appealing, but a question immediately arises—what about balance? How will all this work?
E: The main principle we adhere to regarding balance is that every castle, every Faction must be unique and play in its own way. Each faction will have its own pros and cons, and it's not necessary for all of them to be equal in battles against each other—in some cases one faction will be stronger, in others another—and that's normal. We don't want to stick to "perfect" balance. Of course, we will try to ensure it doesn't happen that one of the factions is so weak that no one wants to play it. Each castle will have its own specialty, its own path in which it will be more attractive than another.
That is if we are talking about factions and their relationships.
Now, if you look at game balance in terms of units, three conditions must be met for everything to remain interesting: the design of the creatures must be high-quality from the start—and on this point, I fully trust our development team—there must be a way to easily and simply change the settings of certain creatures.
This, by the way, was one of the main problems during the development of the sixth part—all values were buried so deep in the code that it was practically impossible to change anything. Xavier joined us after the release of Heroes 6 and was responsible for the balance of castles and creatures. He complained a lot about how everything was done, but this experience allowed him to take a more serious approach to balancing the future game. So we have learned from past experience, and there should be no such problems in the future. Damage formulas, the ability to change values, and fine-tuning units—all of this will be in Heroes 7.
As for the third condition, it's more complicated—essentially everything depends on how much time we have for beta testing with live players before the game's release. One thing I can say with certainty is that there should be no problems with balance at release, and then we will continue to refine it with patches and add-ons.
I: Thank you for such a detailed answer! Many new objects have appeared on the map in Heroes 7 that one can interact with. Which classic objects will be represented in the game? Can we expect the return of unit banks?
E: Unit banks? Perhaps my memory is failing me, what are those?
I: Well, for example, the snake pit or the gryphon conservatory in Heroes 3. When you fight some powerful monsters and receive slightly even more powerful monsters as a reward for defeating them.
E: Oh, I completely forgot that such a feature once existed. I will definitely pass this idea on to our development team! That is exactly how we try to develop Heroes 7—gathering interesting ideas from the community, discussing them, and perhaps they appear in the game. In general, we have a list of neutral objects that will be in the game, but off the top of my head, I can't say what has been decided to add and what hasn't. I remember for sure that classic objects like stables and mills should appear.
I: Let's talk a bit about the plot. The Might and Magic multiverse is quite complex for new players or those who don't play every single game in order. How will the plot be delivered in 7? Is it necessary to know the backstory of the universe to understand what's going on, or will the delivery be more user-friendly?
E: We are trying to avoid a large number of references to previous games. Some cameos or easter eggs will certainly be there, but mostly they will only be noticed by fans of the series.
As for the plot of the game itself, we are trying to make it understandable for everyone. So, we have an ancient empire whose ruling dynasty ended its existence not of its own free will; the throne is vacant, anyone can take it—a war between dukes for the right to rule the empire.
The main concept is that representatives of different game Factions come to the main character of the game, Ivan, and advise him on how to act in the current situation; along the way, they tell their own stories and the history of their faction. In this way, the player will become acquainted with the story of the game.
I: Since we've started talking about Factions in the game, why were exactly six factions chosen for Heroes 7? And how did you choose them in general?
E: Haven has long been a kind of face of the series, so it cannot be ignored.
Fans really wanted to see Necropolis.
We planned to add Academy back in Heroes 6, but it didn't work out.
As for the "Unconquered Tribes" faction, the question was decided by a coin toss. Just kidding! In reality, we were looking for some counterweight to Academy so that the plot would be more logical. That is how the orcs appeared.
Then we started thinking about what else to add. I'll say right away that the Naga faction from 6 was immediately discarded since it wasn't very well received.
So we decided to ask the community which specific castles players wanted to see in the game. Why did we split the voting into pairs specifically? Well, it's quite simple.
Sylvan and Fortress are classic fantasy factions; moreover, neither of these castles appeared in 6.
As for Dungeon and Inferno—both of these factions were represented in Heroes 6, but their plot is quite difficult to fit into the world's history. So we again offer a choice: either one or the other.
I: Will new factions be added as add-ons are released?
E: Yes, of course. In total, ideally, it is planned for there to be 9 factions in the game. Unfortunately, it's not known if we will manage to do this, but that number is our goal.
I: Previously you told us about possible cameos of characters known to us from previous games. Will we see Sandro, Crag Hack, or Almar?
E: They can certainly appear, but they definitely won't be the "faces" of any particular faction. Perhaps in some add-on they will represent certain quests.
For example, an add-on dedicated to Fortress is released; besides the main campaign, there might be a campaign for the unconquered tribes where Crag Hack could become the main character. In other words, the appearance of known characters is possible, but as and in what form—I can't say yet.
I: At the beginning of our conversation, you vividly described the future modding possibilities for the game. So let's distract ourselves from Heroes 7 for a bit and talk about modding previous games. How does Ubisoft feel about user modifications and add-ons for old games?
E: We feel great about them! Julian Pierre once created a magnificent campaign for Heroes 5, Legends of the Ancients, and that played a significant role in his future employment with us.
I: Have you heard anything about Heroes of Might and Magic 3: Horn of the Abyss?
E: Unfortunately no, what is it?
I: The community has been working on this add-on for over five years now; there's a new castle—the Cove—a bunch of various game balance changes and fixes for old bugs. The amount of work done is simply colossal.
E: Sounds very interesting. Julian, by the way, is a big fan of pirate themes. I'll have to tell him about such a development.
I: Wonderful. Perhaps one can count on some kind of "recognition" from Ubisoft? Like, "this is a high-quality add-on, guys, we recommend checking it out!"
E: Yes, of course! We love and respect such endeavors very much. I'll have to take a closer look at what they've done there.
I: Thank you very much for answering our questions. We are eagerly awaiting the new Heroes! By the way, when can we expect the start of beta testing?
E: Hard to say; most likely by Igromir 2015 we will already be ready to provide something for the fans.
I: Thank you once again for the interview!
E: Thank you too, it's nice to see that Heroes are still loved!
I: Yesterday we were shown a presentation of your new game. Everything looks quite interesting; however, it seemed to us that you have somewhat changed the way the plot is delivered and the gameplay—the game feels more like the modern King's Bounty than the old Heroes. Why was this specific approach chosen?
Erwan: During the development of H7, we defined three "postulates" for ourselves that we try to adhere to.
First, we took into account the mistakes of the sixth part and decided to return to more classic features of the series that could be seen in 3, 4, and 5. Yes, we tried some new features in 6, but unfortunately, they were not very well received by the public. Based on this, we pay close attention
to the opinions of the series' fans and try to ensure that the game truly feels like something "Heroes-ish."
Second, we want to make sure that upon release, the game is attractive not only to players but also to modders. The game is being developed on UnrealEngine 3, and we will definitely create an SDK for our engine so that fans can make maps, mods, and other interesting things. We believe such a tool is beneficial not only for players but also for developers. Julian Pierre, our specialist for the Heroes franchise, very carefully monitors the quality of the game. He pays special attention to modding tools specifically, as he himself used to write mods back in the day. So we are looking at this side of the question very closely as well.
The "third" postulate is a bit more complicated. We want to make Heroes 7 good in its own right. That is, the game should look modern for 2015, be bug-free, and accessible to players. Of course, we love the old games in the series, but a game must have a good "face"—it must be relevant. We are adjusting not only for the fans of the series, who take a very active part in the life of the franchise—chatting on forums, following development, voting for certain changes, suggesting various improvements. We are also interested in that segment of players who simply love the Heroes series. So we try to make the game visually and narratively appealing and not too complex in terms of game mechanics.
I: Your desire to please all players is very encouraging. Based on this, I would like to know something about the game's Multiplayer. Is there any chance it will offer a competitive side? For example, a ladder or something similar.
E: Unfortunately, this specific aspect of the question is not a priority. Yes, we are interested in Heroes multiplayer, but we do not view the game from an esports perspective. For us, it's like simplified chess (here Erwan shows his charisma and performs a miniature "game of chess" — ed.). At the moment, we have gathered a significant amount of feedback from active community members regarding what they want to see in multiplayer. First, everyone really wants a "Duel" mode because those are fast battles; it's fun and interesting. Second, one should not forget about hotseat. That is also fun, interesting, and a kind of trademark of the series. Also, perhaps someday a more advanced multiplayer mode with matchmaking and other perks will appear.
But that will be after release, and for now, we prefer to focus on other aspects of the game.
I: We look forward to more information on exactly how Multiplayer will look in 7. Now let's talk about the new combat system in Heroes. Obstacles and such have appeared on the battle map. How did you come up with this idea of battle and, essentially, why did you decide to settle on it rather than sticking to the more classic combat of 3 or 5?
E: Actually, we had similar plans for 6, but there wasn't enough time to implement the system. Our creative lead from Ubisoft loves tactical RPGs very much. And if there is any way to influence the course of development, the only thing he asks for first and foremost is to add a tactical element to the combat system. If they gave him full freedom of action, we might even see some multi-level battles (meaning several "floors" on the battlefield — ed.). I think such an approach to the combat aspect of the game will make it more engaging.
I: It's interesting how this will "play out" not only in campaigns and singleplayer, but also in PvP.
E: Yes, it promises to be quite entertaining. For example, units can deal increased damage from the flank, and some of them gain special abilities depending on which side they stand relative to the enemy stack. Additionally, various flying and teleporting creatures will look more attractive for certain strategies.
I: All this sounds very appealing, but a question immediately arises—what about balance? How will all this work?
E: The main principle we adhere to regarding balance is that every castle, every Faction must be unique and play in its own way. Each faction will have its own pros and cons, and it's not necessary for all of them to be equal in battles against each other—in some cases one faction will be stronger, in others another—and that's normal. We don't want to stick to "perfect" balance. Of course, we will try to ensure it doesn't happen that one of the factions is so weak that no one wants to play it. Each castle will have its own specialty, its own path in which it will be more attractive than another.
That is if we are talking about factions and their relationships.
Now, if you look at game balance in terms of units, three conditions must be met for everything to remain interesting: the design of the creatures must be high-quality from the start—and on this point, I fully trust our development team—there must be a way to easily and simply change the settings of certain creatures.
This, by the way, was one of the main problems during the development of the sixth part—all values were buried so deep in the code that it was practically impossible to change anything. Xavier joined us after the release of Heroes 6 and was responsible for the balance of castles and creatures. He complained a lot about how everything was done, but this experience allowed him to take a more serious approach to balancing the future game. So we have learned from past experience, and there should be no such problems in the future. Damage formulas, the ability to change values, and fine-tuning units—all of this will be in Heroes 7.
As for the third condition, it's more complicated—essentially everything depends on how much time we have for beta testing with live players before the game's release. One thing I can say with certainty is that there should be no problems with balance at release, and then we will continue to refine it with patches and add-ons.
I: Thank you for such a detailed answer! Many new objects have appeared on the map in Heroes 7 that one can interact with. Which classic objects will be represented in the game? Can we expect the return of unit banks?
E: Unit banks? Perhaps my memory is failing me, what are those?
I: Well, for example, the snake pit or the gryphon conservatory in Heroes 3. When you fight some powerful monsters and receive slightly even more powerful monsters as a reward for defeating them.
E: Oh, I completely forgot that such a feature once existed. I will definitely pass this idea on to our development team! That is exactly how we try to develop Heroes 7—gathering interesting ideas from the community, discussing them, and perhaps they appear in the game. In general, we have a list of neutral objects that will be in the game, but off the top of my head, I can't say what has been decided to add and what hasn't. I remember for sure that classic objects like stables and mills should appear.
I: Let's talk a bit about the plot. The Might and Magic multiverse is quite complex for new players or those who don't play every single game in order. How will the plot be delivered in 7? Is it necessary to know the backstory of the universe to understand what's going on, or will the delivery be more user-friendly?
E: We are trying to avoid a large number of references to previous games. Some cameos or easter eggs will certainly be there, but mostly they will only be noticed by fans of the series.
As for the plot of the game itself, we are trying to make it understandable for everyone. So, we have an ancient empire whose ruling dynasty ended its existence not of its own free will; the throne is vacant, anyone can take it—a war between dukes for the right to rule the empire.
The main concept is that representatives of different game Factions come to the main character of the game, Ivan, and advise him on how to act in the current situation; along the way, they tell their own stories and the history of their faction. In this way, the player will become acquainted with the story of the game.
I: Since we've started talking about Factions in the game, why were exactly six factions chosen for Heroes 7? And how did you choose them in general?
E: Haven has long been a kind of face of the series, so it cannot be ignored.
Fans really wanted to see Necropolis.
We planned to add Academy back in Heroes 6, but it didn't work out.
As for the "Unconquered Tribes" faction, the question was decided by a coin toss. Just kidding! In reality, we were looking for some counterweight to Academy so that the plot would be more logical. That is how the orcs appeared.
Then we started thinking about what else to add. I'll say right away that the Naga faction from 6 was immediately discarded since it wasn't very well received.
So we decided to ask the community which specific castles players wanted to see in the game. Why did we split the voting into pairs specifically? Well, it's quite simple.
Sylvan and Fortress are classic fantasy factions; moreover, neither of these castles appeared in 6.
As for Dungeon and Inferno—both of these factions were represented in Heroes 6, but their plot is quite difficult to fit into the world's history. So we again offer a choice: either one or the other.
I: Will new factions be added as add-ons are released?
E: Yes, of course. In total, ideally, it is planned for there to be 9 factions in the game. Unfortunately, it's not known if we will manage to do this, but that number is our goal.
I: Previously you told us about possible cameos of characters known to us from previous games. Will we see Sandro, Crag Hack, or Almar?
E: They can certainly appear, but they definitely won't be the "faces" of any particular faction. Perhaps in some add-on they will represent certain quests.
For example, an add-on dedicated to Fortress is released; besides the main campaign, there might be a campaign for the unconquered tribes where Crag Hack could become the main character. In other words, the appearance of known characters is possible, but as and in what form—I can't say yet.
I: At the beginning of our conversation, you vividly described the future modding possibilities for the game. So let's distract ourselves from Heroes 7 for a bit and talk about modding previous games. How does Ubisoft feel about user modifications and add-ons for old games?
E: We feel great about them! Julian Pierre once created a magnificent campaign for Heroes 5, Legends of the Ancients, and that played a significant role in his future employment with us.
I: Have you heard anything about Heroes of Might and Magic 3: Horn of the Abyss?
E: Unfortunately no, what is it?
I: The community has been working on this add-on for over five years now; there's a new castle—the Cove—a bunch of various game balance changes and fixes for old bugs. The amount of work done is simply colossal.
E: Sounds very interesting. Julian, by the way, is a big fan of pirate themes. I'll have to tell him about such a development.
I: Wonderful. Perhaps one can count on some kind of "recognition" from Ubisoft? Like, "this is a high-quality add-on, guys, we recommend checking it out!"
E: Yes, of course! We love and respect such endeavors very much. I'll have to take a closer look at what they've done there.
I: Thank you very much for answering our questions. We are eagerly awaiting the new Heroes! By the way, when can we expect the start of beta testing?
E: Hard to say; most likely by Igromir 2015 we will already be ready to provide something for the fans.
I: Thank you once again for the interview!
E: Thank you too, it's nice to see that Heroes are still loved!
The interview was taken specifically for the portal HeroesWorld.ru; when publishing in other places, please provide a link to the source.
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Beautiful view from the adventure map: