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On Tuesday night I caught up with two of the team members from Visionary Realms. Creative Director for Pantheon Rise of the Fallen Chris Perkin and Director of Communications Benjamin de la Durantaye. Read on to see what the two of them had to say about what Visionary Realms has been up to for the past 12 months.
Comments
It is nice he can work on the art and music and stuff but what is the game doing what is the information that matters to us the gamer?
I only need to know the basics to know of the game is worth waiting for. Example ...I myself and the entire market does NOT need another auto generated game world with linear questing.We already have a plethora of those games,so does this game really bring something new to the table or is it going to be same old different skin?
Is it multi class or altaholic,is it a tree system or skill system.Do levels at any point in the game carry any meaning or yet another Wow clone with meaningless levels.That type of design is all aimed at some fake end game that really only comes off as a repeating loot dungeon finder.
Point being does the game have meaning,do players have a role in the world or is it just race through levels to get to yet another end game?
Never forget 3 mile Island and never trust a government official or company spokesman.
Thanks for the comment.
This interview is simply this: Visionary Realms and MMORPG.com shaking hands after a year or so, and an opportunity for us to share a general overview of the state of the studio and state of the game.
The info you're looking for, and much more, will be coming with our September update.
Creative Director, Lead Game Designer | Visionary Realms, Inc.
Visit the official website of Pantheon: Rise of the Fallen at www.pantheonmmo.com!
I really hope that all this wait is worth and doesn't backfire.
There are lots of expectations for Pantheon.
The kickstarted campaign failed because it was half assed, I really hope your next update is not going to repeat the same mistakes.
거북이는 목을 내밀 때 안 움직입니다
Just wondered if anyone could clarify this comment "We have an opportunity to make a game that does camping well."
Anyone know what specific mechanics/ideas the devs have in mind to do camping well?
The moment dungeons went "instanced" the genre died. This might sound overly dramatic, sure. But think about it. What differs a MMO from a single RPG or small scale flash games? Scale. The possibility to meet new people and the need to work on your reputation with players, not just mobs.
Instances (and dungeon finders later on) removed the need to talk to other people, even if grouped. It removed the need to be nice to eachother. It removed the chance to meet new people, or at least reduced it by A LOT.
What is left? A RPG that feels small in scale and the Nr 1 reason to actually play a MMO vanished: Socialization. Don't like socialization? Why play a genre that is all about that?!
MMOs finally replaced social interaction, forced grouping and standing in a line while talking to eachother.
Now we have forced soloing, forced questing and everyone is the hero, without ever having to talk to anyone else. The evolution of multiplayer is here! We won,... right?
Currently playing: EverQuest
Waiting for Pantheon: Rise of the Fallen
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
At the time, the choices for gaming were very few so we all put up with the inconveniences and pushed forward regardless of the bore and frustration these game play functions bestowed upon us. Nowadays, the choices and alternatives are many. Most of us may come and reminisce about how it was, but we will not remain once our memories are refreshed regarding the inconveniences and frustrations that are mainstays with camping, non-instanced game play, and non LFG/LFD tools. If Pantheon's developers want to release a successful game, they need to do their homework and be careful and realistic regarding the evolution of the genre as it pertains to the majority of the current player's needs and demographics.
I have mixed feelings about this game, assuming it actually gets made. I like some of what they want to do but on the other hand competing over prime camps can be a huge pain in the butt. If anyone doubts this just go play on the Project 1999 server. But....I absolutely hate being led around by quests so I would take the camping model over that.
But the thing that basically makes me write this game off as something to avoid is the likely nature of the end-game. Brad has always had this thing about massive (and long) raids. It seems to me his philosophy is that if a person can't do four or five 10 hour raid sessions with 60 other people each week and doesn't like being a peon in a massive guild then they don't deserve to have any way to progress in the end-game. I don't know if he has changed his thinking any but I remember his posts in which he said that people who couldn't do that sort of end-game or who simply didn't want to didn't deserve to progress past a certain point. I also remember him saying that the not-so-hardcore players who couldn't participate in the end-game would still be happy getting vicarious satisfaction by hearing about the stuff the hardcore types where doing and the scrubs would be thrilled to stand around and admire the hardcore players as they strutted by in their high end gear.
That sort of talk, and yes he did say stuff like that, demonstrates a fundamental misunderstanding of why people like me got upset about the end-game in EQ. We didn't care what the hardcore types where doing we just wanted something to do at the end-game ourselves. Some way to continue playing that we had time for and might actually enjoy. Brad never did seem to get that.