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Development Stories - Creating Synthesis Lore

One of the most-enjoyed aspects of the Synthesis league was the lore the league explored. At the time, we didn't get a chance to talk much about it, so we're doing so now! (written by Nick, one of our narrative designers).

Like most of our leagues, Synthesis started first as a few interconnected mechanics -- namely, the dissolving landscape and the tile-placement metagame. We decided early on in discussions that 'memory fragments', which had previously been established by the Atlas lore, would be a great representation for these dissolving landscapes. Immediately, I knew I wanted narration throughout these areas. We'd just come off the back of Betrayal, however, in which we'd run into issues with overlapping dialogue.

As soon as we had playable prototypes for the dissolving areas, I tried to figure out approximately how much dialogue we could reliably fit into a run of one of these areas without running into overlapping or early-cutting off. Turns out, about a sentence or two.

With our limits in place, writer Matt Dymerski and I set about establishing the central protagonist (Cavas) and the antagonist (Venarius) who, it would be revealed, were one and the same. We wanted a twist in the story, which was to be handled in a special memory early in the Atlas, but we didn't want it to come out of nowhere. A big consequence of the decision to have Cavas also be the league's villain was that we had to then have another character replace him as the narrator. Thus, Zana got to do double-duty that league, as both the Master Cartographer and the main point of contact for Synthesis after the twist.

That you were interacting with Memory Fragments was the first clue to Cavas' true identity. Matt and I developed some 'key' memories which filled out Cavas' backstory, hinting at a particularly disturbing youth. One described his mother approaching the Templar for charity, and likely being abused by them. Another explored Cavas joining a group of people parading into Oriath Square to watch a young Karui slave being hanged. A third looked at Cavas' rise to power in the Templar, an organisation he initially felt he could help change, but which instead changed him.

Our intention was to flesh out this otherwise-minor lore character while painting a more vivid picture of life in Oriath before Dominus. Prior to Synthesis, Venarius was just a name in a few paragraphs of lore.

But those were not the only memories players got to experience! Once we had a list of the tilesets players would find during Synthesis, Matt and I took the opportunity to bring a lot more colour to the world. Players got to experience memories from famous lore figures (such as Raulo/Fidelitas and Brutus), as well as nameless residents of Wraeclast from throughout history. Some described the early days of the Elder's predation of Wraeclast's earliest inhabitants, some at the time immediately before, during, and after Malachai's cataclysm, and others explored the more mundane daily lives of people (including one particularly awkward date!).

Unfortunately, with the evolution of Path of Exile's endgame, much of the lore of Synthesis doesn't fit so well any more. It's unlikely we'll ever directly integrate the lore as we've seen players request, as Venarius, the Shaper, and the Elder have all been conquered.

Speaking of the Conquerors, perhaps we'll talk about them soon!

The Delirium Supporter Packs Are Ending Soon

In a few weeks we'll be announcing our next expansion and its challenge league. As you know, with the announcement we usually release a new set of league supporter packs, which means the current Delirium Supporter Packs will be removed from the store forever.

There are two pairs of Delirium Supporter Packs available in the store, the Fateweaver and the Darkseer. Each of the two pairs is designed in its own style and has different contents, so you can choose whichever one you prefer (or both). You can upgrade from the smaller one in a pair to the larger one. All of the microtransactions from the Supporter Packs are exclusive and will not appear in the store again.

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If you're interested in getting one of the Delirium Supporter Packs but you're not sure you'll be able to do so in time, we'd recommend setting up a payment plan which can reserve a pack for you for up to three months after the commencement of your plan. Just email us in advance at [email protected], we'll be happy to help you!

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Additionally, if you have purchased any plain points packs since February 25th (PDT), you can use this in an upgrade to one of the Delirium Supporter Packs! You can credit up to 80% of the value of your desired supporter pack towards an upgrade. For example, if you purchased a $10 point pack you could then upgrade to the Fateweaver or Darkseer Supporter Pack for $20. You'd then receive the remainder of the contents of the pack, excluding the points you already purchased before the upgrade.

The Delirium Supporter Packs on consoles will be replaced with the new ones alongside the launch of our next expansion.

Thank you so much for your support!

Tentative Announcement of the Announcement

We know many of you are eagerly waiting for an update about when to expect our next expansion announcement and launch. This news post will let you know the timeline that we're currently working to but also explain the tricky nature of predicting when the expansion will launch.

As many of you are already aware, we have completed 8 of the 13 weeks of this development cycle from home which is a significant amount of lost time in terms of face-to-face and group collaboration. Our team worked hard to quickly adjust to the new work paradigm but there have definitely been some difficulties in working this way that have made development a little slower. Due to this, we have already internally delayed the expansion's launch by one week from its originally-expected launch date.

It is very important to us that we release a high-quality expansion in June, and we will take the time to do this if we feel that we need an additional week or two. While we tried hard to achieve this within our regular 13 week schedule, development certainly has not been business-as-usual over the last few months.

We are currently planning to announce the 3.11 expansion on June 2 at 2pm (PDT), roughly two weeks from now. This means that we're working toward a launch date of June 19 for PC and June 24 for console. However, it's extremely important to note that more so than any past expansion, it's very possible this launch will be further delayed.

The pandemic has made safely predicting the release date of this league very difficult. There's currently a reasonable possibility that the expansion will be delayed by an additional week and a low chance that it will be delayed further beyond that.

We usually prefer to only make these kind of timelines posts when we're more sure of a date but feel that as more time passes, the more people would become frustrated with not knowing what to expect, so it feels important to at least make you aware of the tentative nature of these things.

In good news, for this announcement you can expect our usual trailer, development commentary, journalist coverage and announcement page. However, we're spicing things up just a little bit! When our announcement goes live, ZiggyD will be streaming our trailer, his inside coverage of the expansion and then hosting a live Q&A with Chris Wilson about the upcoming content. This is an hour-long event that you'll be able to view live on Twitch! More details to come.

Developer Interview - Skyler - Gameplay Programmer

Continuing with our developer interviews, we took a moment to talk with Skyler, one of our gameplay programmers who joined the team last year. Check it out below.

Hi Skyler! Thanks for taking part in the interview. Please introduce yourself.
Hi! My name is Skyler and I'm a gameplay programmer at Grinding Gear Games since about October of last year. I was born in Alaska where I grew up, attended college at the University of Utah, and now I'm here in NZ learning how to be a proper kiwi.

Could you tell us a bit about your current role at GGG?
As a gameplay programmer I pretty much do anything and everything programming related that has to do with gameplay: implementing unique items, hooking up new stats, making skills, and more.

When did you find out about Path of Exile?
I started playing Path of Exile about 7 years ago when I was in highschool and 1.0 came out. I had a good friend who told me about it and I had fond memories of D2 as a kid so I gave it a go. Been playing almost every league since.

What was the moment that got you hooked on the game?
I think for me it was a combination of two things.

First was definitely the theorycrafting. I've probably spent as much or more time using offline skill tree planners and the wiki as I have actually playing the game. Before Path of Building (thanks OpenARL!) I would be in class writing down numbers from the wiki and the offline skill tree and doing manual arithmetic on paper to estimate the total DPS of some build idea. I'd spend hours on this stuff, sometimes being unable to go to sleep until I planned out a build idea floating around in my head.

Second was probably the community. I've been checking the Path of Exile reddit multiple times daily for about the last seven years. I just absolutely love the builds people come up with and learning more about the game through others. Plus those few weeks leading up to a league launch are always pretty magical. The hype train is infectious.

You knew Chris prior to joining us. How did you meet?
I was actually extremely lucky in meeting Chris. I was just finishing up my senior year at University of Utah in 2019 and was attending the Game Developers Conference in San Francisco. A friend let me borrow their VIP pass and encouraged me to go to a talk. I noticed Chris was one of the speakers and this piqued my interest. After the talk I asked him about job opportunities and he gave me his email and discord. I was shocked to say the least. I'm also a bit ashamed to admit, but I definitely got a selfie with him to show the friend who introduced me to the game all those years ago hahaha.

When did you know that you wanted to work in the video game industry?
I had decided I wanted to make games since about my junior year of high school, so it was definitely a long term plan for me. I was always very keen on the old adage "work a job you love and you'll never work a day in your life". Of course every job will feel like work sometimes, but I generally feel very privileged to have been able to pursue my passion.

How did you end up working at GGG?
After meeting Chris at GDC I poured my heart into a cover letter and resume, emailed him, and crossed my fingers. After many back and forth emails, we set up a technical interview with Jonathan where I shared my screen and tackled a programming problem live. However, while my general programming was quite strong and I immediately knew how to solve the problem, my C++ was very weak (I’d been heavily using Unity and C# in the last few years). I was certain I had bombed the interview when Jonathan said “Well… your C++ clearly needs a lot of work.” But he followed up, “However, it’s clear you’re actually a programmer. You think like a programmer. We can work with that.” I just about flew out of my chair, somehow managing to hold my composure for the rest of the interview.

You are working on skill mechanics. Would you be able to give us an overview of the process of your involvement in the development of a new skill?
Sure! The first step is just getting a minimum viable prototype. Just something that functions so we can feel out if the idea has any promise. After that it's an extremely iterative back and forth between me, the designer, and the effects artist. Obviously the designer has final say in most non technical decisions, but I thoroughly enjoy trying to contribute my thoughts and opinions. Generally I value trying to make skills that are interesting to theorycraft since that has always been my favorite part of the game.

What is the most challenging aspect of programming Path of Exile gameplay?
Definitely the sheer size of the game. I like to joke that I get paid to fix bugs and to make more bugs to fix later. The codebase is absolutely huge and it's very easy to miss small details or not consider niche edge cases. Thankfully having a good understanding of the game has helped me in considering these edge cases, but it can still be very hard to catch everything (Bless QA for catching so many of my bugs).

What is your favourite thing you've worked on for the game so far?
I think it has to be implementing The Saviour. I really enjoy the wide open possibilities the sword offers. It's been extremely gratifying watching videos of people testing all the different skills that can work with it and reasoning about what's best and how they could build around the different options.

Do you have any advice for aspiring programmers?
Your education is not enough. It's sad, but it's definitely true. If you want to stand out you cannot simply rely on your classwork. You have to always be experimenting with side projects, working towards internships, and building a well curated portfolio. This is especially true if you want to get into the games industry. Find projects that interest you and put the time in. The only way to get better at programming is to program.

What can the community look forward to in terms of things you're working on at the moment?
This league I've been working a lot on an older skill category which hasn’t seen major changes in quite a while: revamping the original skills and making quite a few new ones as well. I’m a bit limited on what I can reveal at this time (we have news posts coming soon), but suffice to say I think the changes will enable some interesting builds and breathe life back into truly ethical forms of gameplay.

Screenshots of Path of Exile Bosses - Huge Sale on Weapon and Shields

We're continuing to share screenshots of Path of Exile bosses from Act One. Have a look at them below. If you're interested in seeing more screenshots, check them out here and here.



This weekend we're running a sale on a huge selection of weapon skins, weapon effects and shields with more than 150 cosmetic effects available at discounted prices, including the Darkprism Weapon Effect, Celestial Shield, Heartseeker Weapon and more. Please note that this sale excludes some of the weapon and shield microtransactions introduced since the launch of the Delirium expansion.

The sale will run from the time of this post until May 19, 2020 4:00 PM (PDT). Check out the full list of specials by pressing M in game.

Thanks for your support! Have a great weekend everyone!