Mirage - Community Q&A’s


  • Developer

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    Mirage: Arcane Warfare was announced just two weeks ago! We’ve already got a thriving community of players getting excited about our next game. You can register for the Beta today, only on MirageArcaneWarfare.com.

    Our door is always open for questions from the community - join the subreddit at r/MirageAW or hop into our official forums. We’ve also started hosting a regular developer Q&A over in the subreddit.

    Here’s a collection of some of the best questions we’ve received about Mirage so far.

    Gameplay Questions

    Like Chivalry, Mirage is designed to be a high-skill, competitive multiplayer game. On that note…

    Xxh2p asks:
    In what ways will Torn Banner look to support competitive play with Mirage?
    (Also asked by ia_Flame.)

    Rasmus Löfström (Game Designer):
    I think this it’s very important to figure out and solve any core problems early so that the competitive community can settle in as early as possible.

    We’re also designing maps with competitive play in mind, Chivalry’s TO maps for example are not very well suited for it largely due to the potential length of the match and the fact that they don’t build much tension around scoring/completing objectives. These are things we’re working on providing a more exciting alternative for.

    Mirage will also be a much better spectator game, just the animation improvements alone will make it much clearer as to what is going on during combat and the spells will allow for some amazing plays and counter plays that a spectator can easily follow.
    Setting up a server for scrims will also be a very easy process as we allow you to host custom games through our matchmaking system.

    These are some of the things we’re working on that will help. We’re doing our best to provide a great base for a competitive scene right now and that’s where our focus will be until we release the game. It’s too early to speak about what we’ll do beyond this right now but we’re thinking about this a lot as we decide what features to focus on and we’ll do the same as we plan the post-launch support of the game.

    I think we’ll be able to identify a lot of the problems quickly and we’re counting on making changes in beta and the post-launch phase. With that said we don’t want to do this forever and with the lessons learnt from Chivalry we’ll put a much higher priority on exploring the mechanics and fixing any potential issues early on.

    I believe with the experience and understanding of the mechanics that Chivalry players have we’ll be able to really test the mechanics to their limits very quickly and that is very exciting, although slightly scary as a game designer.

    Chivalry was full of unique melee abilities made possible by a very open ended combat system. We’re aiming to keep that open-endedness and experimentation possible in Mirage, while reducing opportunities for unbalanced gameplay. On that side…

    Etrius asks:
    Will there be reverse overheads in Mirage: Arcane Warfare?

    Rasmus Löfström (Game Designer):
    Reverse overheads are not possible right now, the manipulation of your weapon has not been reduced in any way however as being able to hit targets above/below you is very important in Mirage it’s just the more extreme cases that have been eliminated.

    I feel that when someone has their back turned to you that should mean something, by having reverse overheads that isn’t really the case at all and it makes reading your opponents movement very hard and completely unintuitive for new players.

    *They are also fun to do though! Having them deal less damage and/or no interrupts from the damage could work but we’re very happy without them right now. *
    While tools like reverse overheads may be removed there are so many new ones added by the magic to play with!

    More on the gameplay side, some other great questions…

    Xylvion asks:
    It looks interesting, I just hope there’s a way to defend against the spells reliably, and not rng like the projectiles in chivalry.

    Rasmus Löfström (Game Designer):
    You’ll be glad to hear all the spells are blockable in Mirage, it might not be the healthiest thing to parry a giant boulder but at least you’ll live!

    The spells are all designed around the melee system, this means all spells can be interrupted and their cast times follow a similar structure to the melee. The primary options to counter attacks is through parrying and movement though we have some more exciting stuff to show in the future.

    Kesby asks:
    What game modes are there going to be? What will be the main game mode?

    Rasmus Löfström (Game Designer):
    The main game mode is team objective. We’ll also have various other game modes including a variant of TO which requires both teams to play offensively and defensively throughout the match. This allows us to do objectives that wouldn’t be possible in TO, you stay in one area the whole time though the objective can still change or move around the map and the match length is shorter then TO.

    World Questions

    Now let’s dive into the setting of Mirage. Our colourful fantasy world has a lot of you talking.

    In Mirage: Arcane Warfare’s setting, there are two teams - the Bashrahni Emirate and the Azar Cabal.

    Xenothermia asks:
    Why an Emirate?

    Kevin Jay (Programmer)
    *The Bashrahni Emirate is a city state (rather than a continent) that is undergoing a breakup of power and control. This is a fantasy world, so we borrowed from real life to make our world as compelling as possible. *

    We can’t be too specific about the lore at this point, but we can say that…
    There is a council and a leader of that council that rule over Bashrahn. The Azar Cabal are made up of people who have been exiled or have left of their own accord. The control and use of the Jinnaye is at the heart of the conflict.

    Lebensraum1488 asks:
    Why the middle eastern theme? I think it goes well with a more “mystical” type of magic theme over a high fantasy theme, so I can see how you made it work but I’d still like to hear more.

    Brandon Phoenix (Technical Artist):
    For us, the choice to explore a middle eastern theme was pretty easy. We’ve spent most of our lives engaging with European style fantasy (whether through games, books or movies) and were really looking for a break from the similar European locales (castles, forests, etc.) that we’d spent a lot of time in with Chiv. Once we knew that magic was going to be the focal point of the gameplay, it became even easier because most of our western ideas of magic (from alchemy, to occult societies, to the magi themselves, or the magic inherent in ancient Egyptian culture and the Book of the Dead) come directly from middle eastern culture and literature. Because it’s such a little explored fantasy theme, it was really exciting for us to be able to do our own thing in that space.

    With all of that said, while the middle eastern style is the core of our art direction, it’s really only thematic and we haven’t drawn specific cultural references from it. It’s largely a mix of Persian and Arabic styles with some ancient Hindu architecture as well, but we really made it our own and diverged from history almost immediately. We looked to add in some modern fashion styles for our characters as well as contemporary middle eastern architecture in some of our buildings.

    When we put together some of our art direction goals, it further supported our setting choice by allowing us to do some very unusual and visually striking (we think) color combinations and shading styles, as well as nice vistas and interesting magical effects.

    Our primary art directive for Mirage from the beginning has been clarity. We knew our characters would be able to use a lot of interesting abilities and that our gameplay would require a lot of focus and engagement between players, so we wanted the environment to help as much as possible to reduce confusion. We’re also conscious of the fact that we’re a very small art team who is trying to deliver a very large feeling world. To that end, we took an approach that emphasized broad strokes, removing unnecessary detail (especially over distance), emphasizing planar shapes, avoiding small noisy contrast in favor of larger gradient changes (particularly utilizing lighting), and creating large, bold color contrasts that are both visually appealing and helpful for navigation. We implemented some rendering features to push these ideas further, including a slight line shader to emphasize the distance between silhouetted shapes in a scene, light shaping to more drastically emphasize planar shapes, and a distance fade to intentionally reduce texture detail at distance and to help simplify the silhouettes of foliage. We also process our textures to reduce their visual noise and to make the colors more cohesive.

    For what it’s worth, internally we’ve called our direction “filtered realism”. Hope that gives some insight into our thought process!

    Marsche asks:
    Are the voice commands going to be as memorable as the ones from C:MW? Any familiar voices like the mason MAA?

    Alex Hayter (Senior Brand Manager):
    We’re so excited for people to hear and play with the voice commands in Mirage. The team spent a ton of time on building characters with defined personalities and writing lines that help to tell a wider story about the setting and conflict. Everything from made up slang and curse words that fit into the wider lore, to pejorative nicknames for the other classes.
    We’re still recording voice talent, but I can say the Mason MAA actor likely won’t be voiced in a new character - he’s actually the person doing all of the work recording, on audio/sfx and also music for Mirage (Ryan Buckley, Audio Director).

    Misc. Questions

    ColonelHerro asks:
    What type of feedback will you be looking for from the beta?

    Rasmus Löfström (Game Designer):
    In terms of feedback it’s a bit too early to tell though gameplay is definitely a major focus.
    The most important group is without a doubt the Chivalry community, we really appreciate community members who ask questions, speculate and provide feedback as well :)
    It’s also important to get as wide of a range of gamers and computers specs as possible as well to make sure the game runs well and to see how people react to things based on their experience/skill.

    Loin asks:
    Will working in Unreal Engine 4 make it easier to fix bugs?

    Rasmus Löfström (Game Designer):
    Absolutely. We’ve put a lot of effort into building solid systems for Mirage that we use to build the combat system from, UE4 has allowed us to build tools that make it easy to tell whats going on behind the scenes and making changes to the combat is painless and quick.

    Our development environment for Mirage is pretty much on the opposite end of what it was for Chivalry in the best way.*

    Ieatedge4breakfast asks:
    Will Mirage also have microtransactions, and if so, will there be more free customization options in comparison to what was offered in Chiv?

    Rasmus Löfström (Game Designer):
    As of right now microtransactions are not on our roadmap, we have a progression system that will allow you to get a lot of new items and should remain engaging for a very long time, we’re not ready to reveal it just yet but stay tuned. We may do it one day but not for launch nor right after launch and even if we do the progression system will be a lot more rewarding for those that don’t want to pay.

    Darth_figo30 asks:
    When is the next big announcement with a new gameplay video?

    Alex Hayter (Senior Brand Manager):
    We can’t spoil all of the fun, but our next big milestone is PAX East and our playable public demo there. We’ll be preparing new videos around this milestone.

    CdrBubblesOSpaceweed asks:
    Will I be able to be the boy who lived?

    Alex Hayter (Senior Brand Manager):
    Only if you play well. Until then you’ll be the boy who died over and over again.

    For answers to more of your questions, be sure to read the Mirage FAQ.



  • Nice, I remember when I was a noobie the progression system was very engaging and gave you a focus for quite some time. I remember people complaining that the warbow took a long time to achieve (lol).

    While not a MMORPG, I like the progression and it would be rather fun to have all the spells (no idea how many there are) achievable only over a prolonged period of time. Being hit by a spell you have not achieved yet just compels you with the challenge of putting in the hours to master it.



  • @playerhayter said:

    We’re also designing maps with competitive play in mind, Chivalry’s TO maps for example are not very well suited for it largely due to the potential length of the match and the fact that they don’t build much tension around scoring/completing objectives. These are things we’re working on providing a more exciting alternative for.

    This is very good thing. I’m so exited to try the beta.