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Another Dev Interview & Impressions

HengistHengist Member RarePosts: 1,316

Linkage for Interview



An Interview with Jorgen Tharaldsen
Posted By Tomec, 2007-12-14 09:15:39 for Age of Conan
Recently Allakhazam had a chance to sit down and talk with Jørgen Tharaldsen, Product Director for the much anticipated Age of Conan: Hyborian Adventures MMOG. Just what did he have to say to the questions posed to him? Well read on and find out exactly what he said in this one on one interview.


Tomec: In reviewing the website and the official forums, there seems to be a lack of updated “Development News” Announcements. The last one was apparently October 12th of this year, and in the FAQ, all of that information is dated in 2006.

Jørgen: What?

Tomec: Yes, all of the FAQ entries are dated September 2006. So are there any plans to update that information?

Jørgen: We update it all the time. Every Friday we have our Friday updates. Every month we have our Major News Center ones. We send out massive stories all the time, so every Friday there is new stuff coming out, and every month there is a news center. Last news center we made was a video, and before that we did mounted combat and before that the leveling progression system. But I’ll check into that, thank you.


Tomec: Some of the creatures and characters in AoC have no basis in the actual history of the series. Can you give us any insight into where they came from? Are they based on any particular person, place, or thing or just general lore developed from the existing lore of the story?

Jørgen: Yes, there is both, because you have the main story lines going through the game from destiny quest level one to eighty. We were able to take the lower Robert E Howard and make it in but that isn’t enough foundation to give us the world we needed. So a lot of them are also devised from our own imagination, but then based upon coming out of the lower background of the universe, some of them are taken from comic series, some are taken from the 17 novels that are coming out., so it’s a mix and blend, but all the countries are taken from Robert E Howard‘s Universe. Like the Cimmerian and the Aquilonian and Stygian and the arch villains in the game, and many of the encounters you do will be with Howard specific encounters. So it is a nice mix of it. What we tried to do is put you in the footsteps of Conan and send you on a journey in his footsteps. Like Conall’s Valley that you played earlier is the region where Conan was born, and we really tried to make sure you can be able to go through the same stuff. It is very important to us.

Tomec: When developing the combat aspect of this title, was there a specific goal in mind that you wished to attain (other than providing the best possible experience, of course), and is there a specific point of influence that you can attribute any of it to?

Jørgen: I think the vision was to give you a more hands on experience, something more active. We started this in 2003. We all felt that the combat in MMO was kind of stale. They were all pretty similar. They were quite static. They were very strategic. There was a lot of involvement. They were quite static in the sense that you can issue a combat and push a few buttons and very often you can sit back and its like a whack and go game by pushing a few buttons. And that’s cool and all but then all online games since 1997, since Ultima, but still now we have the Conan game which is all about being barbarians and being brutal and fighting and we need an innovation for this and this is what we are going to do, we’re going to make it better and this is how we’re going to do it. So the goal was not to just make something better, but also to see how we could evolve the genre. With Anarchy Online we came up with stuff like instancing and lots of innovations which are now standard in the genre and everyone uses them, and with Conan we singled out combat. That’s the key element of it and giving that ability. It has been a long, long, long journey to get where we are today, but I think it has paid off. You see it in the PvP and so it has paid off. The vision stayed from 2003. There haven’t been any changes in the vision. We haven’t had to have a change in the vision. It’s simply a matter of improving the experience and the innovations of it. So that’s the story - it remains the same. Then you get to level 40 and you can start fighting from Horseback and from the Mammoths and the Rhinos. Then you get to level 60 and you get to the sieging and there is an escalation in the combat, because now there is 6 versus 6, but then you get to 60 vs. 60 and there are Horses and Rhinos and siege weapons. You can build your own Battlekeeps and they are huge and you can rent mercenaries and the system you use for PvP can also be used for signing up as a mercenary. So if you are part of a guild you can just jump into the guild warfare. So it’s going to be a pretty escalation of it as well

Tomec: In many titles, crafting exists – but is not given priority in comparison to combat and player vs. player content. Do you plan on giving crafters more love in AoC? Will they see equal content updates alongside the combat/game updates?

Jørgen: It is an essential part of the game in the sense that if you want to make a Player Made village you need the crafter. A lot of the crafting gear is not necessarily going to be stronger, but it is going to be more specialized. You have the socketing system which means you can tweak the stuff that makes it become more adjusted to the special needs you have. Also there are going to be a lot of crafting quests, a lot of them. So most of the recipes are actually quest based. To get the recipes you need to do quests to get them. And we have always been very careful to say this game is not about crafting, the main focus of the game is combat. For those who love crafting, we know that its perhaps 100f the population loves that the most and so we are aware of this and we’re making this game for all kinds of players, not just the hard core PvPers or the hard core PvE raiders. It’s important for us to make many games in one so there will be a lot of loving for the crafters. Everybody is asking, “What’s the crafting system like?” and we haven’t said anything about it. We are going to do it over the next year. That’s when you will get the full reveal on it

Tomec: With the expected “Mature” rating of the game that you state you embrace, do you see that as a hindrance to the overall success of the game – especially considering that the typical MMO market consists of boys aged 13 to 20. Do you think this rating will have a negative impact on your overall expected sales?

Jørgen: I would say otherwise because, before World of Warcraft, the typical MMO gamer was 27 average age so World of Warcraft has changed everything. They put it in and they just boomed. Thank you Blizzard. It’s amazing what they’ve done for us and for the genre, but we think this is better for us actuality. This is an advantage to us, because everybody is looking for the same space in the market, everybody going into like the teen market, the families, the kids, etc., but we embrace what we have. Not to dumb down the Conan game, don’t make it kiddy friendly, no decapitations, nothing. That would have been a lot worse for us. At least now we have a clear identity and we have a clear goal. And if you look at some of the most successful console games for instance, they’re all mature. If you look at Grand Theft Auto, God of War, that kind of game, because they are clear on their identity and they have followed their identity they are doing well. As I see it people are seeing it as wow finally a mature game, finally they can be real brutality, finally people can dress up if they like to. Like you know this quest which is not kiddy nice, this quest is about all kinds of stuff which is fitting for a mature license, so as I see it, it’s an advantage. Many have said to us it’s a danger, but I think we will succeed


Tomec: Well you don’t get anywhere without taking risks.

Jørgen: Exactly, and let,s face it we are like 300 people at Funcom. We are valued like at 300 million dollars, which is like we are a semi big development company, which also means if we are to get ahead we need to move in new direction. The moment a company like ours just tried to copy the stuff that is out there, that’s the day we are doomed, I think. So we need to be innovative and we need to push the boundaries and use our skills to bring something new to the table.

Tomec: AoC: Hyborian Adventures is highly anticipated, especially considering rumors of its development began in 2003 – two years before the official announcement of its early development. With recent titles such as Vanguard: Saga of Heroes and Gods ‘N Heroes experiencing much of the same anticipation, yet still failing, do you believe you have a greater chance of success?

Jørgen: Yeah I think we have more anticipation than Vanguard and Gods ’N Heroes combined and I don’t foresee that we will flop at all. We received more than 20 covers for the game so far. We cleaned the awards ceremonies in Europe and E3 for like 3 years in a row now. We see that the feed back from about 10,000 beta testers is really really, good. People are having a lot of fun. Our servers are rock solid, you know really stable and we have been doing this for so many years but Gods ’N Heroes hasn’t released a game before. The Vanguard guys, it’s a shame the way it happened, but I think that they too should have done like we did and perhaps given it a few more months because we have been good on making sure we have enough time to polish the game. So I would be very surprised if it flopped. We learned a rather painful lesson with Anarchy Online in 2001. If you remember the launch of that game a long, long time ago, and that game is still running successfully, so I think we know what it takes to be a success. We have a good license behind us. We have 179 developers working on the game and combined release of 10 MMOs and about 150 release of pc games, I believe we are in a pretty ok position. I hope so at least.


Tomec: One final question. You can’t tell us more about crafting, but can you tell us more about the PvP and Battlekeeps and everything.

Jørgen: Yeah sure. It’s a big question though because there are many aspects to it. It starts like this; your build on depending on if it is a PvP server or a free for all server. It happens in the Border Kingdoms, that’s according to lore and between several Borders where the Kingdoms are up for grabs. You have several guilds and you claim land and you start off by building a trade post. That’s the first thing you need to do and then you start building off the perimeters of the city. There will be different sized cities. As you build them up you will be open for attacks from other guilds and so called opportunity windows. Other guilds can actually lay siege to your city, because there will be a limited amount of instances. For the biggest battle keeps, there will be an estimated 9 for each server. We’re going to have about 15 of the forts and about 18 of the resource nodes that will be even smaller. So depending on the size of the guild you’ll have different sizes of these cities. Then you’re going to go and lay siege to enemy cities and there are several different objectives, depending on how many kills you have, in terms of holding points inside the city and obviously the defenders would stand up on the high ground with their archers and their Nukers. Attackers would come with their siege weapons and Ballistas and their war mammoths try to break down their wall and reach perimeters. Depending on the size of the city you’ll have first line of defense, second line of defense, third line of defense, to break through and there is a set time limit on these, so they won’t rage on for like 2 days. We cap it so like everything should be done in a certain time.

Tomec: That been a problem in other games endless PvP battles, it’s like there is no end.

Jørgen: Ours will stop after a set amount of time, exactly how many hours we will let you know when the game launches, because that is when it will be fully balanced for that. And then the game will be over. And as part of this you can also come in as mercenary, so if your guild is about to lose. And if you die you can respawn at the Battle Keep in the cities. You can also hire mercenaries so you can send out calls to the world for other players to be teleported in the battle as mercenaries. You even have a few mercenary levels in the game. And of course by PvPing you get advantages: you get status, you get ranking, you get PvP levels, and many other things that will help you grow your PvP aspect and of course PvP gear. That’s the very short summary of it.


Tomec: Well thank you for your time and it has been great meeting you. I’ve had a great time here.

Jørgen: No problem.


Comments

  • HengistHengist Member RarePosts: 1,316

    Impressions


    Age of Conan Hands On
    Posted By Tomec, 2007-12-14 09:02:25 for Age of Conan
    Recently Allakhazam was invited to play the highly anticipated upcoming MMO “Age of Conan: Hyborian Adventures”. During that time many questions were asked and answered, including a sit down interview with Jørgen Tharaldsen who is the Product Director for AoC. I must warn you before hand that even though the game is not yet rated, they are aiming for a Mature rating. As such, they aren’t pulling any punches and this is seen in the trailers and screenshots, so if you have a weak stomach or don’t like to see blood and gore you should probably turn away. Of course, if you’re reading this then you likely are interested in Age of Conan anyway and know that already.


    Now that all that introduction is out of the way, let’s get to the meat of this shall we? We were given four hours with the game, on top of the line equipment. We started out making our own characters and exploring the creation screen, low level quests and areas, and all the various settings for graphics. After that we formed teams to try two dungeons, and then finally an all out PvP war of Fansites vs. the Game Developers! However, that will have to wait for later, as I’m going to start at the beginning.


    Graphics Galore, bleed your eyes or burn your eyes?


    We all know that graphics aren’t everything in a game, and good gameplay can easily offset poor graphics. However, as you can see from the screenshots the game is visually stunning.


    Now, as I said, we were given VERY good PCs to play the game on (XPS desktops with nVidia 8800s and Core 2 QUADS with nice large widescreen monitors to be precise) but that doesn’t mean you have to have top of the line equipment to play the game and still have it look stunning. They also had the game running on a mid-range laptop (sorry no clue on the specs) and it was running quite well, and still looked great. The reason for this is that the game engine is easily scalable, much like EQ2’s, and even on a lower end machine it still looks great. Just about everything can be changed, and they also offer preset performance profiles, so you can easily customize it to run on your PC and still look good.


    Innovations Galore


    After creating a character, which is very detailed, although still in need of polishing, we were let loose in the game world. Along with the VERY detailed character creation, you immediately see several things that are new, at least to the MMO world. The first of which is you start in your own solo instance, and don’t actually enter the “multiplayer” world until level 5. After that you can switch back and forth between the two at will until level 20, when you finally go fully multiplayer. Granted, a private instance to start off with isn‘t that new (LotRO currently does something similar, and EQ2 did in the past too), However switching between a private instance and the world at large at will is a nice touch, and is even encouraged by them as you can only complete your class quests at night, which is the solo instance.


    Something a lot newer, or at least that I haven’t seen, is best shown with this screenshot

    Yes, that’s right, branching dialog. Funcom has coded into the game something you normally only see in a few single player games. This is an interesting choice, especially considering that you can’t reload and go back to the dialog choice as in single player games, so you live with the choice for your character’s life. This is another example of where the game can use some polish. Some of the lip syncing isn’t in, and not all the dialog is recorded. However, they still have four more months and I was told that they are still actively recording and adding sound clips with more lip syncing. There are also several female NPCs who dance seductively as you talk to them, which I was told is a bug they are working on.


    Was that a burning headless corpse going past me?


    In the world of Conan, it very well could have been! The combat system is great fun, and very gory. Every class has various “fatality” moves which trigger automatically (albeit at a low percent chance) from your base attacks, and also when using combo moves or various spells. For example, as you saw in the new trailer, a rogue stabbed someone then turned around and stuck a dagger in their throat. Of course, it just wouldn't be Conan without....

    Yep, decapitations with full blood splatter and gore.


    Another innovation can be seen in the combat, as every attack can be an AE attack. You can run up, hit an attack direction, and it can hit multiple mobs. Yes, you heard me right, I said attack direction. You have 3 basic attacks to choose from; left, top, and right. In addition each mob (and eventually players they hope) has defenses (3 max) in the form of “shields”. This is nothing more than where the mob currently has their defenses allocated, however this directly affects the damage you do and chance to hit. These shields will also change dynamically in combat. For example, say a mob has 3 to the right. If you attack from the right you’ll do very little damage and have a low chance to hit. However, if you keep attacking from the left the mob is going to move the defenses over there. This makes for a refreshing change of pace from other MMOs where it is just basically “engage, hit x buttons until dead.” Not that there is anything wrong with that, and there are still very strategic fights to be had that way, but this adds another dimension to combat and makes it that much more exciting and strategic.


    You can also do certain combo moves (slightly different from the ones I mentioned above), which basically do two attacks in the time it takes to do one. Each weapon type has different combos, so what may work with one won’t work with another. For example, with the starting weapon (an Oar) you can do a right swing and then quickly follow it up with a left swing to do sort of a follow up attack with bringing your oar back across the target(s) again. As you gain levels you also open up combo abilities, all of which can still end with the aforementioned beheading or some other fatality style move.


    But don’t think only the melee players get to have the fun of killing people brutally like that. Nope, mages are also getting equal love. In addition to the spell weaving (which sadly wasn’t in the version we played, but was explained briefly as combining various spells) each spell has a chance to be a fatality also. For example, mages who want to use fire spells can literally set the mob on fire which causes them to do an emote, scream, and fall over dead. Ice spells can freeze them solid and shatter them, Lightning causes electrocution, and holy spells will cause them to do a pose and fall into a black void.


    The spell casting I did was, for the most part, fairly standard for MMOs, target and click. However, there was also a channeled spell where you could turn around while channeling it, and can hit multiple enemies. Several spells also had fairly decent splash damage around the target. Healing is supposed to mainly consist of heals over time, which should give healers a more active role in combat and allow them to do some damage.


    Now, I should add a quick disclaimer about the “standard” spell casting here: We were only leveled up to about 22, so there is a very good chance that come higher levels they will have more dynamic spell casting such as the meleers get.

    “But what about PvP? Can you behead people in PvP and set them on fire and such?”

    Well of course you can! I personally witnessed several decapitations, and set a few people on fire when playing against the devs.


    I did warn you earlier it was a Mature MMO didn’t I?


    Devs vs. Fansites PvP, mayhem ensues!

    You’ll remember earlier I talked about how we got to play against the Devs in PvP? Well now it's finally time for me to talk about that and give you lovers of PvP a little bit information about AoC's PvP!


    The type of PvP we ended up playing was Capture The Flag, although there will be other modes as well, when the game is released.


    The first thing you should know about PvP is that there will be both ranked and unranked matches along with a matchmaking system and a queue you can enter from anywhere in the world. After a few people have been found, you will be teleported to a staging area, where everyone waits for the final people, and then the match will begin.


    Some of the same rules apply in both PvE and PvP. You can still behead people, set them on fire, freeze them, etc. However there are, at least in CTF, several other differences which are an interesting change. Probably the largest of which is that, in true Conan fashion, running away isn’t encouraged. In fact, if you’re hit from behind you slow down and become sort of dazed. This ensures that most fights are to the death, which is certainly something that will appeal to some people. Another thing is that you run REALLY slowly when you have the flag, although you do have a sprint option (which is also in the PvE game) to run faster for a short period of time (it uses up stamina which is limited), although not fast enough to escape people pursuing you. Sprinting with the flag raises your run speed to about normal, but your pursuers can also use sprint to boost their speed above your slower speed.


    Now, that doesn’t mean that only the heaviest armor classes can or should carry the flag. I was playing a mage and easily carried the flag back to base. Because most fights are in the “To the Death” style, in CTF that really encourages teamwork, so anyone can run the flag well if they have a small group with them. I was able to run the flag because the Fansite team did a good job protecting me and we worked together to complete the “objectives” as it were, even going so far as to win the second match. That isn't to say the developers didn't put up a good fight though, I mean they did make the game and have been playing it for a lot longer then most of us!


    The classes, what we had since we didn't have enough to equally represent all of them, seem really well balanced. Even though I was able to obtain the most kills, as a mage, in both rounds, I was by no means invincible and could have died quite easily several times if it wasn’t for the timely use of potions, someone beheading one of the people chasing me, and me setting another one or two on fire, all of which happened to both teams a few times.


    Eventually the Devs hope to have the shield/defense system I touched on before for players too, which will add a whole new dimension to PvP that hasn’t been seen before. Already it is a fresh take on the system, with changes such as “To the Death” combat and other nifty little features evident in CTF. But CTF is just one mode. There are plans for large scale guild vs. guild combat where you have to invade cities. Then there is also mounted PvP combat as you level up, and all sorts of other goodies.


    That’s really only the briefest overview of PvP, and only for CTF games. There is much more planned for PvP and in the interview with Jørgen Tharaldsen he gives us some more information about the “Border Kingdom” combat, which is where you will find the things like Battle Keeps, Mercenaries, and more. So be sure to stay tuned for that which will be coming shortly.


    Some Final Thoughts


    All in all, I’m really surprised and pleased about Age of Conan and how far along it is considering the closeness to release. Are there some bugs still? Of course, even if some are quite funny (see the dancing NPC above). Does the game still need some polish? Of course it does or it would have been released already. However, for being only four months from release the game is remarkable polished and done. I don’t know if they will need all that time, but considering the release state of some games and the current state of this game, I applaud them for taking the time to make sure they have it right and put a nice polish on things.


    The game itself promises to not only be massive fun, but also will introduce quite a few innovations into the genre. Just as WoW changed the genre, I can see AoC changing it also. They are making combat more interactive, dynamic, and making some radical changes to PvP. As you’ll read in the interview with Jørgen Tharaldsen, they are also fully integrating crafting into the game and you will actually need crafters for things other than potions and the like, so all you crafters rejoice. Quests and NPC dialogs are becoming more dynamic with the selective choices, and the switching between a solo instance and the world at large is a nice touch. Even though that only goes up to level 20.


    Will Age of Conan end up being the WoW killer that so many people are waiting for? It’s quite possible, although it‘s still way too early to tell. Then there is also the fact that they are going after a total different market by aiming for the Mature rating while WoW and everyone else is “stuck” in the Teen market. That’s certainly a risk, but it could very well work in their favor, and you don’t get ahead without taking risks. Only time will tell whether the risk pays off, but if they stay on the track they are taking now it very well could.


  • HengistHengist Member RarePosts: 1,316

    Another Preview


    Age of Conan Hands-On Preview
    Previews | Dec. 14, 2007 (6 hours, 31 minutes ago) | by KodyIt's been a bit over five months since our Age of Conan Hands-On, but luckily it wasn't the last. Funcom invited us out to the Eidos studios recently to show off the game once again, and I have to say that it's changed quite a bit since then.

    The game is, as Jørgen Tharaldsen put it, on track for a March 25th, 2008 launch -- with over 10,000 beta testers currently plugging away at the game's content, helping find bugs and provide invaluable feedback. Some of that feedback has helped to change and improve the game drastically since our last sneak peek; the combat system has seen an overhaul to be less confusing to new players and less cumbersome at higher levels when it comes to determining just which combo you're going to trigger.

    Character creation was enhanced greatly as well, as was the settings section of the interface -- Audio, Video and Interface options all have been greatly improved with advanced settings typical to a Next-Gen game. The video options, particularly, are very robust, but at the same time aren't overwhelming like some games -- the settings are all to-the-point and easily understood. Sound options have a cool feature that I haven't seen in many MMOs to-date; you can choose where you hear the sound from in the game, e.g. you can select to hear it from your camera (cinematic style), from your character, or an "experimental" option.

    Class selection has also been overhauled -- gone are the days of starting as a Commoner and slowly working your way to your final class. You choose your final class from the start, and advance through a special single-player quest series that unlocks new skills for your class. While it's called single-player, you do it all online -- in a nighttime version of Hyboria, whereas the multiplayer version of the game is played out during the day. This "Destiny Quest" as Funcom is calling it, will continue all the way up to level 80; a quest chain that continues throughout the life of your character, unfolding the story of Hyboria and King Conan himself.

    So what's new, you ask?
    A feat system has been introduced, which will be somewhat familiar to World of Warcraft veterans, as it's vaguely similar to the talent system, with multiple tiers of feats which become available as you sink more feat points into the tree. One difference here is that each class gets two trees, and a third, which is tied to the class archtype -- a tree available to multiple classes. Feat points become available beginning at level 10, and you receive 65 in total. Unlearning feats is well... not a feat in itself -- you simply click on the "Unlearn" button and a timer is activated which must expire before you can unlearn them again. As of now, there are no plans for a monetary cost for resetting your feats -- time is a simple enough penalty for Funcom's tastes.

    Something else new is the character customization. At our previous hands-on, we didn't really get a chance to check it out, but this time... wow. Not only will your character be differentiated by the three unique nationality choices, but there are also over 35 different customization options, each with a slider bar -- allowing some truly unique looking characters. The likelihood of finding someone else on your server that looks the same is fairly small.

    As far as combat goes, it's been streamlined at lower levels to be easier to get into -- only three directions are available at the start, down from the previous five, and combos are also changed a bit; you must activate the combo you want to trigger first, then follow through by swinging in the appropriate direction, which is lit up in a yellow tone. There was also a new feature added this time around -- an intelligent "shielding" system, which was talked about previously but wasn't available. A graphical notification will warn you of your target defending themselves in varrying degrees, and you can even protect yourself in the same way, but suffice to say -- if you attack the same location on an NPC multiple times, it will begin to defend itself against that attack -- reducing the damage you do to that location dramatically.

    PvP: You can decapitate players too!
    Sadly, no, it's not permanent -- though that would be pretty hilarious if it were. Player-vs.-player combat in Age of Conan will not only take place in the vast world of Hyboria, in the form of sieges and world PvP, but also in mini-games that players will find familiar if World of Warcraft was their previous MMO. The mini-game we participated in was a five-vs.-five Capture-the-Flag map, though with one limiting factor that Blizzard missed. This map has a time limit, meaning that the days of sitting around hopelessly protecting a flag isn't going to cut it -- you have 10 minutes to win or lose, so you better be ready to bring the pain.

    When I asked, Jørgen Tharaldsen said that mini-games will come in two types: ranked and skirmish, with ranked unlocking benefits unique to PvP play. Ranked matches will also, of course, give you ranking for winning -- pitting you up against similarly-ranked teams. One excellent evolution to the "queue for PvP" mechanic that Funcom has brilliantly introduced, is that you can join the mini-game queue from anywhere in the world by opening the PvP search window -- you don't have to stop what you're doing and head into town. The system will intelligently place you back where you joined the match from, as I so painfully found out when I loaded into being pummeled by several NPCs that had respawned during the CTF excursion. So yeah, while it's cool that you can queue from anywhere, be careful!

    These mini-games also temporarily balance player levels, meaning a level 12 can join the queue and be matched up against a level 26; they'll both be bumped up to level 39 and can fight it out as normal, without concern of one being stronger than the other in terms of level.

    End Game Content
    While we didn't get a chance to see any specific content just yet, I had a chance to talk with Jørgen Tharaldsen, and this of course was one of the things on my mind. There will be end game content for both PvP and PvE players; items specific to those styles of play will also be available. In terms of PvE content, players can expect two dungeon types in the game: outdoor dungeons like forts, etc. that are set up similarly to the areas they're located in terms of terrain, and then the indoor dungeons like those dark halls of the Black Ring Citadel. Many dungeons will also scale in difficulty based on group size, which is very cool, to say the least.

    Next up was a question about raids; they're going to be capped to 24 people, since as World of Warcraft has proven in their change from 40 to 25, bigger isn't always better.

    Finally, I asked about the patching process. For now, the team is focused on launch, of course, but Funcom will maintain two teams simultaneously -- one working on live content for large patches, and another working on expansion content. Funcom plans to put out major content patches several times a year, but Jørgen was quick to squash any hopes of time lines, by stating that quality is most important and it'll be done when they're ready.

    We have a veritable cornucopia of concept art, renders and screen shots from the hands-on, so if you want to check them out, head over to the Age of Conan Hands-On images here on Curse. If you want in on the beta, head over to the Age of Conan website to sign up.

    Oh, let's not forget the Age of Conan Bar Story -- a trailer released in preparation for this Hands-On preview. Check it out, it's pretty cool.


  • HengistHengist Member RarePosts: 1,316

    A Jorgen interview on video

    That's HD for the low res use this link.

  • AmazingAveryAmazingAvery Age of Conan AdvocateMember UncommonPosts: 7,188

    Awesome!!!



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