Best Boss is an upcoming multiplayer game I’m currently working on at Reach. It’s a title that will be a mixture of bringing back competitive titles back to their roots, with regards to what makes them competitive and why people choose to play them. It’ll also be a vastly connected title. The aim is for all players – from the casuals to the hardcore eSports players (and we will be focusing incredibly hard with our eSports partners to ensure the game is a great new addition to rosters globally) – to enjoy and experience a multiplayer title as it evolves over time.
Best Boss is a game without a set release date. It’s a game we’ll be developing and adding to incrementally over time. It’ll start with small alphas and betas with a cross-section of the gaming community we want some feedback from (eSports players and partners/casual players/core gamers) and slowly open up until anyone can get their hands on the game with our public release.
Best Boss is currently planned to be a free-to-play title. This means we want to be as mindful as we can of the business model and how best to cater to you, our players and fans, without overstepping the mark like so many other games that follow this business model. As Design Director I’ve made sure that every single decision the team and I decide on are right for what we want to do with Best Boss.
With that said here are our practice for Best Boss.
- None of that energy crap. No energy bars or recharging bull to make you play the game. You can play the core game for free all day, everyday.
- Core gameplay = free. Everything that comes in the public release with regards to gameplay is free. You won’t be paying for weapons or progression. What you will be paying for are things that do not affect the core of the game. Specifically (at least right now, we’re still in design mode and this can change), you’ll can choose to pay for additional characters and profile/character customization, additional map and level content (but remember that base content will be 100% free), and other non-core features and additions. When this content is locked down we’ll be sharing what base content everyone will get come closer to launch.
- It’s not Pay-2-Win. All the above being said, given how competitive we aim for the game to be, balance is critical. Therefore, it would be ridiculous for us to make any aspect of the game give any player an advantage simply because they put money into the system. Any content that can be purchased is to add to your experience, but not affect the experience of any other player. When we get further into development, we’ll be sharing more about what exactly we’ll be allowing players to purchase.
- Listen to players. We want to make sure that we can bring the community right into the development of the game. From beginning to end, it’s an interactive experience for everyone, players to developers. If something’s unbalanced, we’ll be testing and working to make it better. If something’s not right, we’ll strive to make it better. That’s really the backbone behind this game. And without you folk we really can’t do it. It’s an inclusive, interactive development process, and we look forward to sharing the experience with you all.
We want to listen to you, and we’ll do our best to answer your questions. Feel free to leave comments here, or alternatively hit the studio (@Reach_Games) or myself (@LevelUpAdrian) up on Twitter or any questions and we’ll get around to them.