Forcem: Where the idea of make a Medieval Sandbox MMO comes?
Rob Steele: The main story line comes from a novel I has been working on for almost 3 years, I had originally intended for it to be a 4 book novel series, but now, it's being used exclusively for this game. The general theme of the story was that of a world destroyed by magic, leaving the survivors distrustful and very much against magi, in all corners of the world.
Forcem: What is the goal of the company? be a little company or you have ambitious proyects?
Rob SteeleI: would say short term: our focus is solely for this game and to make sure it is made correctly. If it does well we have plans to continue making more games down the road. Over-all with the idea of bringing back the depth and joy of older games that had excellent story lines and melding them with todays (and tomorrows) technology. All unique stories, not remakes mind you.
Lee Perkins: My goal is to be seen as one of those great MMO's that left that great memory in your mind in 15 years time. A "I wish I was still playing that game" type of memory.
Dave Belcher: From my side of the table, as Techical director, I just want to try and show how it should be done. I want to make amazing systems, from the ones that blow your mind, right the way down to the ones that are so well integrated you barely even realise they are there, but your gameplay is positively enhanced because of them.
Forcem: How much fantasy we will see in game, i mean they will be lots of things makes by "magic" or all will be as realist as you can?
Rob Steele: Magic and gods played an absolutely huge role in the history of the game lore, right up to the point where it almost destroyed everything. However at the point players will enter the world, most fear magic and many even seek to destroy those that use it. The goal is to make magic incredibly powerful, but also incredibly rare and dangerous; not for 50% of the population to be magi. (Magi being what we call mages.) because of that, a majority of what the game will be like is mostly realistic, although there will certainly be magical creatures, magic spells etc.
Forcem: In this case, Become "Magi" will be a long journey like, for example, be Jedi at old SWG?
Rob Steele: I've never played SWG so I can't really answer that, but yes, becoming a magi will be difficult, and be very involving, not just a matter of buying a couple of spells at the local store.
Forcem: Nordic seems to be the main influence in the models and artworks but you talk about others "cultures" ingame, are thouse nordic too or diferent?
Lee Perkins: What you have seen so far is from the continent Aaldnarech, which takes influences from the Nords, and also some greek which you will see later on. Another continent is purely based from medieval England. With that I am taking huge influences from films such as Ironclad and the new Robin Hood.
Dave Belcher: And of course real english locations and structures (I am a massive Medieval England fan, and have been going to all sorts of festivals for inspiration)
Thanks Forcem for that copy + paste of the above interview.
All I have to say is OMG! Finally there are developers that seem to have me in mind when designing a game. I've spoken in forms for years talking about how magic in MMORPG's so far has been unexciting, because magic is supposed to be powerful and not balanced compared to other types of playstyles. I'm glad magic will be rare and will take work to be apart of it. I also like the descriptions of the environments they are trying to make. I'm also a big fan of the medeavel European times and their locations.
I'm surprised to say it, but I'm actually excited for this game if it lives up to what the developers are planning. It's been years since I could say that about any game.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Do I see right that this is a "hobby" development team, i.e. with volunteers artists, programmers and designers and without anything like a real development budget? Getting by through sponsors and donations?
Has such a thing ever been done before for an MMORPG?
Apologies for my negativity, but I don't expect that this game will ever see anything like a release day.
At this time, this appears to be the case. It takes more than good ideas to produce a game, so I'd agree that at some point they will need to professionalize their structure, and obtain some real capital to develop the game, otherwise it will probably never see the light of day.
Open PvP with full loot yet again. When will someone make a sandbox that isn't going to turn into a gankfest?
thank you!
"There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing play." Finite and Infinite Games, James Carse
Open PvP with full loot yet again. When will someone make a sandbox that isn't going to turn into a gankfest?
thank you!
PvP in Sandboxes should be like Oblivion/Fallout. Yes, you can go around looting and stealing everything, but then pretty much every good aligned NPC/player will attack you no sight or call the guards on you. Open PvP should be simlar to the Dark Brotherhood questline in Oblivion, where it's select targets, done steathily, and allows you access to the shadier parts of the cities and access to shadier quests, like assassinations and what not.
Open PvP with full loot yet again. When will someone make a sandbox that isn't going to turn into a gankfest?
thank you!
PvP in Sandboxes should be like Oblivion/Fallout. Yes, you can go around looting and stealing everything, but then pretty much every good aligned NPC/player will attack you no sight or call the guards on you. Open PvP should be simlar to the Dark Brotherhood questline in Oblivion, where it's select targets, done steathily, and allows you access to the shadier parts of the cities and access to shadier quests, like assassinations and what not.
It shouldn't be about going around ganking newbs.
Almost nothing is known about how this game will work right now, so it might be better to wait until they start publishing some hard information before trying to assess how PvP and flagging will be in the game.
lol people that automatically get their panties in a wad at the sight of FFA full loot pvp. It's like people getting mad at themeparks that have levels and quests.
Some people are waiting too hard for someone to reinvent the wheel.
I started on MUDs which were a lot more cutthroat than any of this mickey mouse BS people seem to complain about. You could CON-Die (that's right, perma death), and you could have your character perma-cursed by the Gods if you weren't playing your character properly (roleplaying). You could be marked as a criminal and have guards attack you on site in any major city making it damn near impossible to get supplies. There was eating and drink, you could die from hunger and thirst respectively.
What makes current day FFA full loot MMO's shitty is the new generation of people that play them, not the system. What you want is a company that will douche-bag-proof their game. That's not what a sandbox is. A sandbox is supposed to have the elements for people to band together and ruin "gankers" if that's what they choose to do.
Comments
Rob Steele, Creative Director
Dave Belcher, Technical Director
Lee Perkins, Art Director
Forcem: Where the idea of make a Medieval Sandbox MMO comes?
Rob Steele: The main story line comes from a novel I has been working on for almost 3 years, I had originally intended for it to be a 4 book novel series, but now, it's being used exclusively for this game. The general theme of the story was that of a world destroyed by magic, leaving the survivors distrustful and very much against magi, in all corners of the world.
Forcem: What is the goal of the company? be a little company or you have ambitious proyects?
Rob SteeleI: would say short term: our focus is solely for this game and to make sure it is made correctly. If it does well we have plans to continue making more games down the road. Over-all with the idea of bringing back the depth and joy of older games that had excellent story lines and melding them with todays (and tomorrows) technology. All unique stories, not remakes mind you.
Lee Perkins: My goal is to be seen as one of those great MMO's that left that great memory in your mind in 15 years time. A "I wish I was still playing that game" type of memory.
Dave Belcher: From my side of the table, as Techical director, I just want to try and show how it should be done. I want to make amazing systems, from the ones that blow your mind, right the way down to the ones that are so well integrated you barely even realise they are there, but your gameplay is positively enhanced because of them.
Forcem: How much fantasy we will see in game, i mean they will be lots of things makes by "magic" or all will be as realist as you can?
Rob Steele: Magic and gods played an absolutely huge role in the history of the game lore, right up to the point where it almost destroyed everything. However at the point players will enter the world, most fear magic and many even seek to destroy those that use it. The goal is to make magic incredibly powerful, but also incredibly rare and dangerous; not for 50% of the population to be magi. (Magi being what we call mages.) because of that, a majority of what the game will be like is mostly realistic, although there will certainly be magical creatures, magic spells etc.
Forcem: In this case, Become "Magi" will be a long journey like, for example, be Jedi at old SWG?
Rob Steele: I've never played SWG so I can't really answer that, but yes, becoming a magi will be difficult, and be very involving, not just a matter of buying a couple of spells at the local store.
Forcem: Nordic seems to be the main influence in the models and artworks but you talk about others "cultures" ingame, are thouse nordic too or diferent?
Lee Perkins: What you have seen so far is from the continent Aaldnarech, which takes influences from the Nords, and also some greek which you will see later on. Another continent is purely based from medieval England. With that I am taking huge influences from films such as Ironclad and the new Robin Hood.
Dave Belcher: And of course real english locations and structures (I am a massive Medieval England fan, and have been going to all sorts of festivals for inspiration)
Thanks Forcem for that copy + paste of the above interview.
All I have to say is OMG! Finally there are developers that seem to have me in mind when designing a game. I've spoken in forms for years talking about how magic in MMORPG's so far has been unexciting, because magic is supposed to be powerful and not balanced compared to other types of playstyles. I'm glad magic will be rare and will take work to be apart of it. I also like the descriptions of the environments they are trying to make. I'm also a big fan of the medeavel European times and their locations.
I'm surprised to say it, but I'm actually excited for this game if it lives up to what the developers are planning. It's been years since I could say that about any game.
I think Archeage is going to be the closest thing we are going to see for something like that.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
At this time, this appears to be the case. It takes more than good ideas to produce a game, so I'd agree that at some point they will need to professionalize their structure, and obtain some real capital to develop the game, otherwise it will probably never see the light of day.
I hope they will be successful.
Hell hath no fury like an MMORPG player scorned.
thank you!
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
PvP in Sandboxes should be like Oblivion/Fallout. Yes, you can go around looting and stealing everything, but then pretty much every good aligned NPC/player will attack you no sight or call the guards on you. Open PvP should be simlar to the Dark Brotherhood questline in Oblivion, where it's select targets, done steathily, and allows you access to the shadier parts of the cities and access to shadier quests, like assassinations and what not.
It shouldn't be about going around ganking newbs.
Almost nothing is known about how this game will work right now, so it might be better to wait until they start publishing some hard information before trying to assess how PvP and flagging will be in the game.
Hell hath no fury like an MMORPG player scorned.
lol people that automatically get their panties in a wad at the sight of FFA full loot pvp. It's like people getting mad at themeparks that have levels and quests.
Some people are waiting too hard for someone to reinvent the wheel.
I started on MUDs which were a lot more cutthroat than any of this mickey mouse BS people seem to complain about. You could CON-Die (that's right, perma death), and you could have your character perma-cursed by the Gods if you weren't playing your character properly (roleplaying). You could be marked as a criminal and have guards attack you on site in any major city making it damn near impossible to get supplies. There was eating and drink, you could die from hunger and thirst respectively.
What makes current day FFA full loot MMO's shitty is the new generation of people that play them, not the system. What you want is a company that will douche-bag-proof their game. That's not what a sandbox is. A sandbox is supposed to have the elements for people to band together and ruin "gankers" if that's what they choose to do.
A blog about "guilds":
http://www.embersofcaerus.com/entry.php/1-Guilds