We speak with Stéphane Drapeau, product manager on Roller Champions, below about the game’s development and what to expect from the final release. <\/em><\/p>\n <\/p>\n
This closed beta follows an alpha way back in March 2020, what were the main takeaways from that you’ve applied here?<\/h3>\n
There’s a whole lot that we’ve applied from the alpha to the beta. There’s some stuff that come to mind that’s not necessarily [the] most important, but they were very much asked by the community. We’re really happy to have added in voice chat. But really, the most important element of Roller Champions and why it’s so important for us to have these public test phases is to always push the boundaries of what our core gameplay can achieve. <\/p>\n
In the beta itself we have two new moves that have been added to the move set, but we’ve also tweaked everything from the shooting mechanic to the way you pick up speed, to the way you actually stop and reposition yourself. Right now there’s a mechanic that’s the tip-toe mechanic. Back in the alpha you would just brake and stop your character, and now there’s an additional layer that you can actually stop and tip-toe around to reposition yourself and have more precision as to where you move when you slow down your character.<\/p>\n
There’s the uppercut mechanic that’s both an offensive and defensive move, so you can actually intercept shots from people who are trying to score. That’s something that very high level players were able to do just by picking up speed and pumping down the walls, and having a lot of speed to go up the ramp and block the goal, but now there’s a dedicated move which can actually help you do that if you have the right timing and you’re at the right spot at the right time. It’s one of the most satisfying mechanics we have in the game but that’s all coming from the feedback we had in the alpha to try and make our game the most balanced possible between offense and defense. There’s a whole lot of stuff like this we’ve been working on since the alpha.<\/p>\n

Roller Champions is a 3v3 sports game (Picture: Ubisoft) <\/span><\/p>\n <\/p>\n
You’re obviously looking for feedback after this beta, could you implement more fundamental changes like new moves after this? Or are you now looking to fine tune?<\/h3>\n
I can’t necessarily say that we’ve completely ruled out the possibility of adding a move. I can say that the team has an open mind of what can change and what can be tweaked. It’s always been our primary objective to question ourselves, always make sure that every mechanic has its sense, that it’s well integrated with all the other mechanics [and] how they interact with each other. So if we see that a move should be tweaked, if we see that anything can be changed, we’re very much open to having that discussion to see what can be done.<\/p>\n
There’s a lot of changes that happened behind the scenes that we’ve tested and ended up not being conclusive, so there’s a lot of stuff — a lot of failures, if you will — that are not going to be in the beta because they’ve been tested out. But definitely the team is very much open minded and is really trying to find the perfect balance. So if there’s a lot of feedback that comes towards a certain element of gameplay, we’re going to be open to see what it’s all about and determine what can be done to address it.<\/p>\n
<\/p>\n
Has the pandemic had a big impact on the development of Roller Champions? How has it been working over this past year?<\/h3>\n
We’ve adapted to the new reality and we’re of course having the development follow along with this new reality. Coming back to where Roller Champions was at during the alpha, we finished our alpha when the confinement actually started. So it went ahead with the last few days that needed to happen and we kept the game live, we kept the game operated, although we had to do the switch to working from home at that moment, so there’s definitely some adaptability that comes with it, but we’re also very much on track. <\/p>\n

The skatepark in Roller Champions (Picture: Ubisoft) <\/span><\/p>\n <\/p>\n
Is there any big challenges that come with designing a game that’s free-to-play? Does that shift priorities?<\/h3>\n
It does have some design implication. I think that’s actually a conversation that’s happening a few times as to how you can see your player have his first experience. How important it is to have a proper on-boarding and to have a proper first few minutes… how players are going to behave in game for the very first time. We’re very much cognisant that we need to capture the imagination but also capture a lot of enjoyment in those very few minutes, so that’s definitely something that’s on our mind and that’s on the design team’s mind when they go through the very first minutes of playing Roller Champions.<\/p>\n
It’s always been a very important pillar from the development perspective to have a game that is easy to pick up but that also has a lot of depth, a lot of complexity to it, so I think it kind of is tied also to that free-to-play element. To have someone that drops in, is loosely interested, you need to capture their attention very early on.<\/p>\n
<\/p>\n
You have limited time modes rolling out across this beta, is that indicative of what people can expect when the full game launches?<\/h3>\n
That’s one of the elements that we’re most excited about having feedback from the player’s perspective during the beta itself. We’ve announced a 2v2 mode in there but there’s also a special one that we’ve prepared for it. There’s some activities in the skatepark also and a few surprises along the way, so there’s a whole lot of mechanics that are really about making a live game, making a game that’s supposed to live and supposed to bring new content for players to enjoy. So although core gameplay and the competitive nature of Roller Champions is really core of everything we do, we’re also very interested in switching things around and trying new things to spice up the game in a time-limited manner. <\/p>\n
<\/p>\n
When did development start on Roller Champions?<\/h3>\n
Development started about three years ago. We’ve had quite a few milestones until then. We’re very excited to get to this new one which is the beta, of course. The very first point that was super important for us was at our announcement we really wanted to put the game in the player’s hand, not just have a standalone trailer and have them imagine what Roller Champions was going to be, because it’s core to our philosophy in development to have the feedback of players shape the experience that we’re making for them.<\/p>\n
Even though [we have] the vision at the very core as to what kind of sport we’re trying to make, we’re also very much open and flexible to change things around and make sure the gameplay really fills the needs of our players. So the E3 announcement was really great in 2019, the alpha that happened in March 2020 was also very enlightening, the bunch of workshops we’ve done after the alpha until today at the beta we’re also very instrumental in orientating the design team and helping the development process move along. Now, we’re really excited to see the feedback we’ll get from the beta.<\/p>\n