
Interview with Alex Lindberg, Game Director of Fellowship
We were lucky enough to have a chat with Alex Lindberg from Chief Rebel. He's the CEO and Game Director of the developer behind Fellowship, our latest supported game here at Archon. We talked a bit about his favorite hero, the upcoming Eternal Queues, and the value of supporting combat logs in a MODA (multiplayer online dungeon adventure) game.
If you haven't tried the game yet, you can grab Fellowship on Steam!
Q: Who is your favourite Hero?
Axel: I’m one of those players that loves jumping around on different classes or Heroes in games of every genre. I like to explore the choices that a game provides and getting a feel for the breadth of a game. I tend to main healers or support-type archetypes - and between Vigour and Sylvie it is truly 50/50 for me.
When it comes to DPS I tend to play the Heroes that are least popular the most, both in Fellowship, but also in other games. I want to see if there is a build that has yet to be discovered with the less popular archetypes. If I had to pick a “main” as DPS, I would probably choose Tariq for Melee or Ardeos for Ranged.
As a tank I definitely play mostly Helena, as we have a passionate Meiko main in the office - and I know they will fight me tooth and nail if anything in the balancing between the two are not up to snuff.
Q: Any upcoming features you’re excited about and can tease?
Axel: As of writing this, we are very close to having our 1st iteration of Eternal Queues live, and I’m very excited for it. The extra energy I need to spend on finding groups for Eternal pushing outside the game is keeping me from getting deeper into Eternal - and has had me spending more time on alts in the last couple of weeks. I’m also excited for the new social tools we are working on for Q1 next year. I have a bunch of different social circles that I play with, and I really want to be able to manage all those circles within the game, and have instant access to them for setting up groups.
Q: Have you had to analyze anything with Fellowship Logs yet?
Axel: Yes! For those who have been following the meta, we had a particular weapon ability that synergized a little too well with Rime’s abilities - causing her to do some crazy priority target damage. We used Fellowship Logs to get a better understanding of how we should best approach bringing that weapon’s power down - while compensating Rime to some degree.
I’d say Fellowship Logs is a regular part of all discussions in regards to balancing, and a great help to ensure we our decisions are based on more than just “gut feelings”.
Q: What has been your favourite moment since launching Fellowship Early Access?
Axel: My favorite moments have been hanging out on the Discord and reading the discussions. I especially enjoy the Hero channels where players go further in depth on issues, wants and wishes - and where the sarcastic memes and doomer gifs are A-class. I don’t think I’ve laughed out loud to this degree in a long time. This is my kind of people, and I’m so here for it.
Q: What made your team want to create and support a combat log for Fellowship?
Axel: At the core of a game like Fellowship is the discovery and optimization of both gameplay performance and builds. Fellowship is intended to be a game you can study and master. Combat logs play a vital role in providing the information required to improve - both on an individual level, and as a team. This has been the vision from the very beginning and continues to be a primary pillar for all decisions we make in regards to Fellowship.
Q: Can you share with us some insight about how you plan to track and balance Heroes?
Axel: We playtest a lot internally. This is where our 1st balancing passes happen. We have a number of “standard playtests” that so far has given us a good ballpark balancing on the game, both in regards to enemies and Heroes. After the internal tests, we invite the Community Council to play on closed test builds. We have a group of 50-ish players from all over the world that have been playing the game with us for a little over a year now. You would recognize the names of some of those players from the top of the leaderboards. They are not all ultra competitive leaderboard chasers however. We have a healthy mix of player-types in the Council. The council helps us fine-tune the game to make sure we haven’t missed any outliers.
When the council gets in, Fellowship Logs plays a large part in the balancing discussions. Once the new content is live, Fellowship Logs becomes one of the main points of data for further fine-tuning.
Q: What was the funniest bug your team has had to squish when developing the game?
Axel: There are many! There was a time where Helena’s eyeballs would pop out of her head every time you did the /yes emote, haha. Another emoji bug was causing Vigour’s legs to stretch to make him the same height as Tariq when he did the /dance emote. In regards to balancing, we did have a bug in an earlier version that was causing Meiko’s Stone Shield ability to toggle her defensives each time you pressed the button. So every other time, you would get armor and damage mitigation and all that jazz, and then the next time you pressed Stone Shield, she would have 0 Armor and take 100% damage - essentially transforming her into Rime.
As always, thanks for reading!
- Make sure to check out Fellowship Early Access!
- Starting your journey? Join the Fellowship Discord
- Any logs questions? Join the Fellowship Logs Discord!