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Michael Plummer

Michael Plummer

Game Development Manager at Atomic Mass Games and lead developer of Star Wars: Shatterpoint

Aug 5, 2026

29:18
How does alliances kind of combat that natural inclination for a power player to take over the board?
29:27
I'm happy to handle that one.
29:28
I think there's two things in the game that help handle that really well.
29:32
And the first one is the idea of heroic assists.
29:36
Because whenever a player accomplishes their goal, when they complete an objective, when they defeat a minion, they get to give a heroic assist out.
29:44
That player gets the experience and then they get to to tell their buddy, like, hey, you can get a power, you can remove a damage, you know, you can move.
29:52
It becomes exciting to watch the other players turn regardless of what they're doing because the other players, you know, when they succeed, the whole team wins.

19 MINS LATER

49:17
But, you know, I blame Michael Plummer for that because he's the development manager and he's supposed to he's supposed to maintain project like discipline.
KyleHOST
9:17
We all do too.
9:18
Yeah.
9:18
But so is it intended design? I mean, not necessarily.
9:22
Like we don't go into what we make saying like, "I intend that you will play two primaries that have a revenge identity because you are playing a revenge list." But that has naturally kind of come as a way to play the game so that when you get clapped you get two claps back.
9:38
Like that's just, that's just math.
9:40
That's good value.
9:41
So it makes sense that that is, that's a play style that has emerged and it's something that's popular and it's people like to do.

17 MINS LATER

TitusHOST
26:16
And what are your thoughts there?
JesseHOST
4:55
Are there other elements that go into kind of narrowing down the units that are going to be on an update? And is there a particular thing we can look forward to future updates? Are there just problem models? Are they models we don't get to see in the game? Or is it all kind of just one big picture of all these little elements pushed together?
5:10
There's a certain level to it that is vibes, right? Like, there's a certain level that's like, you know, we never see...
5:15
xyz on the table and that's a shame so we should maybe take a look at that because you would think that it would be popular you think that people think that's cool and and part of it is you know watching the discords it seemed like when someone like when new players come into a discord and they're excited to play like stormtroopers and people are like well maybe you shouldn't play stormtroopers because xyz like that makes us say like oh maybe we should take a look at stormtroopers right um There's also like balance concerns, obviously.
5:41
So like casting the indoor was, was pretty dominant and competitive play just from every, every student, like anecdotally we heard.
5:48
And when we would look at things like long shanks info, which I know I've said in the past, I'm not a huge fan of, but like it does tell a story.
5:54
And it, it, it was definitely telling us a story about casting indoor.
5:58
And yeah, just kind of like general community consensus around that was in a certain place.

20 MINS LATER

JesseHOST
26:07
And then I'd love to get into some of the details of like how a crazy and amazing idea like the decoy even came into play in testing.

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