Creating an MMORPG is a daunting undertaking, but to make one that empowers players and accurately represents the historical context of the Crusades is a significant challenge.
That’s the swing Credenzio Studios is looking to take. Having built up a sizeable following for Lionhearts: Crusade, made in Roblox, the developer has now set out to tackle an expansive, ambitious version of that game with Lionhearts, with a Kickstarter campaign already launched for the project.
In Lionhearts, players will be able to play their part in a 12th-century society and help shape its future. The opportunity to be a king is there, but do you have what it takes to perform that role? Will you last long enough to make a difference? Can a player in a far more humble vocation make a historical impact?
Half the fun will be finding out, as players will make these choices themselves in an unscripted world.
But how will that all work? I spoke to the developer about that, asked why the Crusades were a fascination for them, and learned how Roblox shaped the vision for the game.
Neil Bolt: You reached this point by developing games through Roblox, including the successful Lionhearts: Crusade. What made that such a fruitful platform to build games on for you?
Credenzio Studios: I started on Roblox as a player, not a developer. It was through leading a massive assassin faction group for years that I got inspired to make Lionhearts. This player perspective as a faction leader really helped me understand how to shape the perfect faction community experience. We developed a niche audience counter to the typical mobile/younger audience on Roblox.
We found medieval nuts like ourselves who were 15+ who loved what we were trying to do – creating something totally unique and unprecedented on the platform. Lionhearts and our team were also accepted into Roblox’s Accelerator Internship program, giving us valuable insight into the platform and engine from their experts.
NB: What do you find so fascinating about the Crusades as a backdrop for this game?
Credenzio Studios: As someone who studied the Crusades in University and ultimately graduated with a degree in history, I have a unique respect and background for the period even though I am a developer. Although it has its controversies, the Crusades are a true melting pot and cultural clash between several different amazing historical figures and nations.
Typical medieval games set in Europe don’t fully encapsulate the surrounding diverse cultures, Lionhearts will. This leads to a stunning setting with tons of variability in factions, outfits, weapons and style of play. The Third Crusade, specifically, which is the time period Lionhearts is set, has some amazing stories as well. Incredible figures like Richard the Lionheart and Saladin wove an incredible narrative where they ended up having great respect for one another despite their massive conflict of arms. This sort of
respect among adversaries is something we have cultivated within our Roblox community.
NB: There’s a rigidity to choosing such a specific era in history and adhering to realistic depictions of it. Do you think that will make things easier in maintaining the game over time?
Credenzio Studios: It’s interesting you mention that – a historical set game can give you a ton of limitations compared to something like fantasy. The way we view this is an opportunity to do more historical research and be more creative to find that authentic historical representation. As far as it being easier, I’m not sure. I think it’s just a different challenge, not necessarily easier or harder.
NB: I assume the kingdoms will have to be pretty sizeable to accommodate the potential player base and the resources they’ll need?
Credenzio Studios: Exactly, the kingdoms/factions are massive enterprises, but here’s the catch: they operate through decentralized command. Each level of the hierarchy is centered around a player leading other players – meaning micro goals to support your Lord’s retinue (who may well be run by a friend) will eventually
work their way up to support the entire Kingdom through taxes and political dynamics between that Lord, his Duke and the Monarch.
NB: With most games, there’s a ceiling to what the developer can expect from the player side once it’s out, but with Lionhearts, you’ll get to see the player base shape the world you created. Is that the most exciting thing about developing this game?
Credenzio Studios: The most exciting part is seeing the world come to life in unexpected and amazing ways, through the exact player interactions you mentioned. Players create the drama, story and leave us as developers in shock and awe at what they are able to build and accomplish.
A few years back a massive conflict known as “World War Levant” broke out between two massive coalitions of factions. During this time, some of the most incredible stories and come-from-behind victories emerged, ones we could have never dreamed of writing up – and it was all player-driven. Ultimately, the players themselves drafted a six-page treaty outlining what the world would look like from then on. This is only one brief period of the history of Lionhearts: Crusade on Roblox. Our goal is to
do enough to support the players without getting in their way – if we can do that, I would consider it a massive success.
NB: You’ve stated you’ll have no scripted events. How hard is it going to be to resist that as the world grows?
Credenzio Studios: Not that hard, because we’ve done it before. Players create the events so often that there isn’t really a vacuum to be filled by us anyway, its unneeded. We will add factions, regions, and content as the player base scales naturally, so that the world doesn’t feel too crowded ( a good problem to have ), but we will
always let the players stay in control of what is actually happening around the world of Lionhearts. Our job is to regulate and balance the game so that it’s a fun and fair environment for those players to take over. Just because we aren’t mandating decisions or regulating player choice also doesn’t mean we can’t
add unique new elements and events to the world.
NB: Effectively, Lionhearts will create its own history as players rise and fall through the ranks of a 12th-century society. Are you planning to document that history as it unfolds?
Credenzio Studios: Our initial plan is allow the players and community to continue to document the history organically, like it would happen naturally in real life. Furthermore, the priest and religious class will also fill the scholar role: writing books, memoirs and keeping track of what happens in the game world. This isn’t a perfect
science for recording events, but history never is. On top of this, we plan to work with major YouTuber partners who will give weekly Lionhearts news updates, documenting and telling the story of what players are doing every week. This is an exciting way to participate in the world of Lionhearts without
even playing.
NB: You’ll be offering some pretty impressive freedom for actual role-playing.
What measures are you taking to ensure players don’t end up
overwhelmed with choice?
Player choice and freedom are a massive issue in game development. I even made an entire mini-documentary discussing it and how we plan to address it with Lionhearts. My personal belief is that freedom can only be achieved by setting the right parameters and boundaries for players to participate in, so they don’t get overwhelmed, and they can truly experience what you are trying to make. Although this can be paradoxical, a game without rules isn’t a game at all. Especially early on, features will be limited to what they can handle, while ultimately prioritizing a fun and engaging early game experience. New players will not be expected to understand advanced geopolitics or trade charters – they will be participating in the world economy on a local and simple level until they get the hang of things.
NB: Obviously, not everyone will be able to be at the top of the tree in the 14 kingdoms of Lionhearts. How will the game allow players to feel like they’re contributing at all levels?
Credenzio Studios: Excellent question! We have found most players do not have the ambition or stomach to become King – its too much work and responsibility. Ultimately, every single job and role in the game will have mechanics that allow the player to meaningfully contribute to their faction in a fun way. Yes – the goal is to ascend the hierarchy, but the ultimate goal is not for every player to be king: we consider even Knight, Priest or Merchant to be late game.
Limited positions are reserved for the most dedicated, competitive, and hardcore players. A squire
can meaningfully assist his kingdom while having fun participating in massive PvP battles, an artisan can craft unique goods that boost his retinue’s economy, and a priest can start a diocese and leave a lasting impact on the world.
You can back Lionhearts on Kickstarter now. Check it out at this link.