Make new friends and new enemies as you dive into a world of epic adventure! Create your perfect hero thanks to a uniquely customizable class system. Collect, craft, and customize your gear. Go it alone or group up to challenge dungeons, raids, dynamic open-world content, and your fellow players.
User reviews:
Recent:
Mixed (77 reviews) - 53% of the 77 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (8,646 reviews) - 76% of the 8,646 user reviews for this game are positive.
Release Date: Oct 24, 2013

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August 22

The Making of a Soul



Meet Chris “Keyens” Meyer, System Designer for RIFT. He works tirelessly on callings and souls. Let’s learn more about his craft!

Chris “Keyens” Meyer is a video game industry veteran with six years of experience in MMORPGs. He loves skateboarding, great food, and of course, playing games. We sat down and asked him a few questions about what goes into the making of souls in RIFT. Enjoy!
  • Q: What is your inspiration for creating new souls?
  • A: It depends on each soul, but I devour media so that I have a constant stream of different depictions of various power sets. Once we decide we are doing new souls one of my first steps is finding anything I can that might contain even a small amount of inspiration for their development.
  • Q: Do you ever over-analyze classes in other games?
  • A: All the time. I actually quite enjoy playing every new class or character that comes out in a game and looking at them as part of the design of their game as a whole. It’s incredibly informative, and I believe it is critical to finding more and more interesting design spaces to work in.
  • Q: How do you get into the mind set of creating souls for RIFT?
  • A: I generally start by getting a rough image of what kind of power fantasies we haven’t served for a particular calling, or otherwise investigating interesting twists on archetypes that appear in various media.

  • Q: What is the process you use to map out the creation of a new soul?
  • A: Once I have a clear mental image of what the soul feels like, I open a blank text pad and begin jotting down ideas and mechanics. This phase is mostly stream of consciousness, and generally leaves me with walls of text in varying states of design cohesion and completeness. Once this is complete, I break down the various ideas until something starts to resonate with the image I have in my head of the new soul. Once I find that mechanic or ability or whatever text it was that caused that resonance, I begin to flesh out additional ideas until a soul starts to form. Once that happens, the process gets a little more formal by constructing a document that shows the actual root and talent tree, with levels at which everything can be obtained. This document is then used for the approval process. After that, assembly of the soul begins.
  • Q: How do you work with internal and player feedback?
  • A: Internal and player feedback are handled slightly differently, although this is largely owing to the methods in which they can be given and where in the timeline they go. Early on many souls have crazy ideas or gameplay and we don’t know if they will work. Once a prototype is assembled and generally ready (this might mean it only has some abilities, or doesn’t have a talent tree yet, etc.) it goes out for internal playtesting. This is the period where gameplay feel and how well it serves the power fantasy are tested and iterated on. This generally leads to adding or removing abilities, or otherwise tearing out and rebuilding large chunks of functionality to iterate and update it. Player feedback, on the other hand, is much more focused on balance and the intricacies of the rotation. This is the period where the bulk of tuning happens and small focused changes are made to update the rotation and gameplay to remove unintended friction or stress that don’t add to the soul.

  • Q.: How do you consider balance when creating new souls?
  • A.: During the initial design process, certain balance considerations are made, although it is largely about getting the mental image of the soul translated into the game. The main concerns during the design process are accessibility of certain abilities low in the tree (and the risk of runaway hybrids), as well as making sure no single ability seems to be designed to subvert some of the core combat rules in the game. This is a more nebulous thought that tends to come up more frequently during iterative testing, rather than during the design process. Once we are out of that initial time however, balance comes to the forefront. One of the largest difficulties of this phase of design is making sure that the soul is accessible to most players and provides satisfying gameplay, while still having some level of depth that lets experts show mastery by extracting effectiveness out of more complex interactions.
  • Q.: What goes into revamping a soul?
  • A.: As it turns out, soul revamps generally follow the same process as a new soul. Often we won’t use everything that comes out of such a redesign, but we try to keep the process similar.
We hope you’ve gained some insights with an insider’s look at how souls are made in RIFT and enjoyed this peek inside Keyens’ brain. Share your thoughts in the official forum thread. We’ll continue to bring stories and interviews from our team, the community, and more. Have ideas you’d like to hear more about? Let us know on the forums or Twitter.
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August 18

RIFTstream Aug 18 Recap – Art Stream



On Friday, August 18, 2017, Brasse was joined by Ferd and Tim from the art team to talk about how characters get created in RIFT.

On Friday’s livestream, Linda “Brasse” Carlson, Director of Community Relations was joined by Ferdinand “Ferd” Terado (Senior Animator) and Tim “Tim” Scott (Character Artist). They showed off how they create character mobs inside RIFT from sculpting them to applying colors and effects, and finally animating them to look realistic.

https://www.youtube.com/watch?v=hZ6SnZxx5eE

Come back next week on Friday, August 25, 2017 for our third Let’s Play with Yaviey, RIFT’s Community Manager. More details will be revealed next week. See you then!
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RIFT 4.2 – Celestial Storm

NOW LIVE! New Zone / New Raid Rifts / New Primalist Souls / MORE

About This Game

It's time to change fate: Prophecy of Ahnket, RIFT’s newest expansion

REACH LEVEL 70

Enhance your Ascended with Legendary Powers as you progress from Level 66-70, transforming your abilities and unleashing their full power! Multiple abilities from every Soul can be made Legendary, allowing you to customize your character even further!

5 NEW ZONES

Marshes, forests, deserts, and volcanic wastes have all merged together beneath the shadow of the colossal Tower of Ahnket, creating a new world of unnatural beauty and unfathomable danger.

NEW CHALLENGES AWAIT

New Dungeons.
New Raid.
Planar Assault Adventures.
Fortress Sieges.

ARM YOURSELF

Active Upgrades
Weapons and armor can now be improved by completing heroic feats and challenges. Sharpen your sword on the hides of your enemies and toughen your boots by traversing Telara!

New Item Rarity: Eternal
Found by defeating Telara’s greatest threats, Eternal items are truly awe-inspiring artifacts, each possessing a special ability befitting such legendary equipment.

Planar Fragments
Imbue your gear with the power of the planes. Make the most of your weapons and armor by customizing their stats and abilities using Planar Fragments!


Download RIFT and enter the vast, magical world of Telara. Experience an unprecedented class system, massive dynamic battles, and player housing like you’ve never seen before.

BUILD YOUR PERFECT CHARACTER

Create a character and class to fit the way you play. Start by choosing from six races and dozens of unique Souls, each with hundreds of traits and abilities. Mix and match on the fly and re-specialize anytime you like.

MASSIVE DYNAMIC BATTLES

Telara is a living, dynamic world where chaos can erupt at any moment. Whether you’re battling planar invasions or ancient titans alongside scores of your fellow Ascended, the next adventure is always near!

DUNGEONS AND RAIDS

In the deep, dark places of Telara, foul creatures breed, scheme, and hoard the treasures of ages. Gather your friends and delve into dozens of dungeons and raids for groups of 2, 5, 10, and 20 players.

System Requirements

    Minimum:
    • OS: Windows XP, Vista or 7
    • Processor: Dual Core 2.0 GHz or better
    • Memory: 2 GB
    • Graphics: Nvidia GeForce FX 5900, ATI/AMD Radeon X300, Intel GMA X4500 or better.
    • DirectX®: 9.0c, June 2010 update
    • Hard Drive: 15.0 GB available
    • Sound: DirectX 8.1 compliant card
    • Other: Broadband internet connection (DSL, cable modem or other high speed connection)

What Curators Say

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Mixed (77 reviews)
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