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Taking Shape - An Interview with Brad McQuaid & Chris Perkins | Pantheon: Rise of the Fallen | MMORP

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129
edited October 2015 in News & Features Discussion

imageTaking Shape - An Interview with Brad McQuaid & Chris Perkins | Pantheon: Rise of the Fallen | MMORPG.com

This past week we had the chance to interview Brad McQuaid and Chris Perkins about the work on Pantheon: Rise of the Fallen. The game is really in great shape despite not making its Kickstarter. MMO fans will have a lot to look forward too as the team has: a playable solid core game, gotten its first round of funding, and hit solid internal milestones. Let's have the guys bring us up to date on the project and give you a few details you may not have heard yet.

Read the full story here



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  • HoiPoloiHoiPoloi Member UncommonPosts: 98
    Yep, if you want a personal story, play a single person RPG. There is just no way personal story in an MMORPG can be as good as that. In fact, most suck (looking at you GW2). The only time personal stories don't suck, is when they are not really personal stories (the LOTRO epic quest line).

    Rithwis, Righteous Golem of Camelot | Skritha, Orc Archer of Tamriel | Bloodwod, Sawbones of Auraxis | Thrumdi, Blue Norn of Tyria | Gwidwod, Spider of the Ettenmoors | Gideon Slack, Hunter of Alsius

  • VorthanionVorthanion Member RarePosts: 2,749
    There is a huge difference between solo play and single player and the reasons have been stated over and over throughout the years. There is no reason for them to make the story solo friendly by making it single player.

    image
  • laseritlaserit Member LegendaryPosts: 7,591
    HoiPoloi said:
    Yep, if you want a personal story, play a single person RPG. There is just no way personal story in an MMORPG can be as good as that. In fact, most suck (looking at you GW2). The only time personal stories don't suck, is when they are not really personal stories (the LOTRO epic quest line).
    A story is only as good as the writing. Whether it be single player or MMO, you can have good or bad in either. 

    I agree that generally it won't be as good as a single player, but that doesn't mean it can't be good. 

    "Be water my friend" - Bruce Lee

  • SinistSinist Member RarePosts: 1,369
    edited October 2015
    However, they want players to stay together. They want them to be able to log out of large dungeons when needed and come back and join their friends later. Years ago you had to run through the dungeon to get to you friends. Now, Pantheon will allow you to port and meet with them no matter where they are. This simple mechanic helps loads with keeping up the social aspects of the game.
    I have serious issues with this. This is going back down that "convenience" road which destroys the subtle elements of play. This makes it far too easy for people to get around, it is the same line of "dungeon finders" and "instant travel" and it creates problem in a contested content system.

    In EQ, we seemed to get by just fine with getting people back to the group in a dungeon and if it was a deep difficult area, that was part of the point of the risk/reward of doing it (and also provided class tools of use, Call of the Hero anyone?). If you had time, you got back in deep with a party, if you didn't you camped other areas that were more accessible. All of this was part of the selection process of game play. The weight of time and effort which made being able to do something later when you had time all the more enjoyable.

    I keep hearing how people don't have time these days, how the market of players is different and I think this is pure marketing BS. My friends and I all worked 40+ hours a week, were adults in our late 20's to 30's while playing EQ. We had jobs, families, and responsibilities and yet we were still able to enjoy much of what EQ had to offer. So this idea that people only have an hour of play time is the same mantra that led us to the slew of garbage we have in the industry today. I mean, people are so busy that they need dungeons to be 5 min runs, instant dungeon finder queues and everything centered around getting around easy.

    Sorry Brad and Chris, if you have been sold on this, then you are already heading down the wrong path. I have seen this approach far too many times in the past and all we get in the end is a watered down mainstream game touted as "hardcore".

    Look, I understand people don't have time to play 24/7, this was always the case. Times didn't change, there are still adults who game for a hobby (well, we used to when games were still games) and put aside time to play the game. There are still college kids and high school kids who have lots of time to play and will likely be the ones doing all of the top end content. Lastly, there are still those who lack time and catch a bit of play here and there when they can. You want to bring back the old days of social gaming? You do it by making a game, not an entertainment simulator that is designed for the limited time of mobile app players and the short attention spans. Make the game good, make it "worth" spending time in and the result is that people will make time to play the game, just like we did back in EQ.

    If you mainstream this game, you are in for some serious trouble. Those of us who wanted old school won't play it and mainstream will get bored and move on shortly after.
  • ElmberryElmberry Member UncommonPosts: 195
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    I am also kind of worried about this. I don't want to be told I am a hero or chosen one at all, as it gets old quite fast and doesn't mean anything anyway, as other players will also be it.
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  • carotidcarotid Member UncommonPosts: 425
    " Now, Pantheon will allow you to port and meet with them no matter where they are." I hope this means a specific class can either summon or port a player to a destination that they already discovered. Like the example: Leave a dungeon and come back later.
  • SinistSinist Member RarePosts: 1,369
    edited October 2015
    carotid said:
    " Now, Pantheon will allow you to port and meet with them no matter where they are." I hope this means a specific class can either summon or port a player to a destination that they already discovered. Like the example: Leave a dungeon and come back later.


    I hope so as well, but something tells me it will be a game feature of convenience.

    This is the problem with such features. Want instant travel? Fine... make it a class spell or ability and put up restrictions on obtaining it and when it can be used. You want to allow people to summon a corpse? Sure, make it a class spell and do the same with conditional use (ie must be in zone). You want to summon a player to your party, fine.. bring along a mage and have them use Call of Hero to summon the player easy to the group.

    Look, we just added a bunch of neat features that make the game easier, but are dependent on the pros/cons of play (ie having the class and meeting certain conditions). /gasp... Game play, who would have thunk it?

    Nah... lets just make it some stupid UI feature where people click it quick to get around easily.

    Pretty disappointed on this one, big time.
  • AzothAzoth Member UncommonPosts: 840
    edited October 2015
    Insta travel just made me loose all interest. Edit : faith restored
    Post edited by Azoth on
  • SinistSinist Member RarePosts: 1,369
    edited October 2015
    Radoo said:
    When i first heard about this game, and about its group oriented niche gameplay, I immediately scrapped it. I hate it when game impose on you a certain type of grouping up in order for you to play through. We're past the era of WoW and all that promoted elitism should die along with that game. I prefer to be able to do my dungeons or whatever else the game can offer through my own skill and time/dedication and if and only if, as a total alternative, i wish to party up, the same content should be available in that regard as well (scaling difficulty and maybe rewards also)


    So basically, you think there should not be any games that have this. That all games should cater to your specific desire of game play? Also, how is it "elitist" to want a social game that requires group team work? Are all sports elitist too? Is team work some sort of social ill?

    I can see your point though, I mean... when you want to play the game by yourself doing the content solo, It is understandable that you wouldn't want to group, though at that point, I would find it pretty odd to be playing an MMO when a single player game is specifically designed for such. I mean, it is like walking into a seafood restaurant and complaining that there is no Italian food. Maybe I am just being elitist though. /shrug
  • SinistSinist Member RarePosts: 1,369
    edited October 2015
    Azoth said:
    Insta travel just made me loose all interest.
    I don't think it will be open instant travel. It seems to imply that it is a feature for in dungeons. My guess is it would be something that would allow someone to be summoned to the group in the dungeon without having to have the person sneak in, or have to go get them.

    Regardless, it is something that could be done through a class, providing yet another layer of class interdependence. Compare ways it can be done:

    1. (Mainstream) UI feature where you can remotely invite the person to the group, then the leader clicks the "summon to leader" button and the player is instantly whisked to the group, safely and in such a "hardcore" fashion.

    2. (old school)  The summoner class as the ability to call a person to them that is within the same zone as them. This spell is given at a certain level, requires a money component (blue diamond, etc...) and has some limitations to its use (maybe not used in combat, etc...).


    Number (1) is a typical sell out gimmick done by mainstream games all to serve that "convenience" cancerous development style of play. The other provides the same solution, but it has requirements and is a form of game play.

    For instance, lets say the group you are heading to join didn't have a summoner, maybe... there is a group near that area. Maybe you can contact them, and they would be able to summon you to them (for a price), allowing you to get closer to your group without risking the dangerous of traveling all the way by yourself.

    Maybe there are no summoners, maybe... you are a class that has invis and can sneak in by yourself? Maybe, you are a monk or another class that can feign death flop into to the group. Maybe you are a stealth class that can sneak on in.  Maybe you bought some invis potions which would get you there.

    See all the elements of play we have? All the choices the pros/cons of classes, their abilities to both handle things on their own as well as provide tools to the group?

    One is a game play solution, the other is just a simple cheat for convenience.
  • fyerwallfyerwall Member UncommonPosts: 3,240
    Elmberry said:
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    I am also kind of worried about this. I don't want to be told I am a hero or chosen one at all, as it gets old quite fast and doesn't mean anything anyway, as other players will also be it.
    Personal story could be done well while avoiding the "You are the one and only Hero". They can craft a story that gives you all the lore and history of the world, possibly a battle you fought in, but also remind you that you are one of many that are here now. 

    There are 3 types of people in the world.
    1.) Those who make things happen
    2.) Those who watch things happen
    3.) And those who wonder "What the %#*& just happened?!"


  • carotidcarotid Member UncommonPosts: 425
    Azoth said:
    Insta travel just made me loose all interest.
    No, don't do that yet. We don't exactly know what type of travel, yet. Someone porting or summoning is not exactly instant. It requires two individuals.
  • SovrathSovrath Member LegendaryPosts: 32,939
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    I don't see any comment on "strong personal story"? There's strong single player content but that doesn't mean it's a "personal story".
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • ElmberryElmberry Member UncommonPosts: 195
    fyerwall said:
    Elmberry said:
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    I am also kind of worried about this. I don't want to be told I am a hero or chosen one at all, as it gets old quite fast and doesn't mean anything anyway, as other players will also be it.
    Personal story could be done well while avoiding the "You are the one and only Hero". They can craft a story that gives you all the lore and history of the world, possibly a battle you fought in, but also remind you that you are one of many that are here now. 
    I hope so.
  • carotidcarotid Member UncommonPosts: 425
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    They are talking about the story and/or lore of the game not personal story. But I wouldn't mind a personal story if I'm doing an Epic Quest, like in EQ. That would probably be ok. But, I don't know if there will be Epic Quest in P:RotF.
  • seeyouspacec0wboyseeyouspacec0wboy Member UncommonPosts: 714
    Ugh. Count me in on the insta travel sucks camp. Was not expecting something like that from this game. Personal story is usually a joke in MMORPG's as well. What are they thinking!

    Originally posted by Scagweed22
    is it the graphics? the repetativenesses? i mean what is the point? you could be so much more productive in real life
    Real life brings repetition and pointlessness too. The only thing real life offers is Great graphics. Its kinda expensive too and way to dependent on the cash shop. Totally pay to win as well. No thank you. Ill stick to my games.

  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    edited October 2015
    DMKano said:
    Ugh that comment about strong personal story is worrying. What made EQ1 and early Gen1 MMORPGS great is that we were not the chosen ones, there was no personal story. It was about community. I hope they don't waste any dev resources towards personal story.
    @DMKank: Agreed

    It's a single player feature. Great, All MMOs need something for players to do when they can't hook up with their friends/guildies. But the personal story in the MMO? It's just not needed. Let's all make stories together. THose are more personal anyway. When I am online alone, that's probably when I should be focusing on my crafting and gathering......or whatever it is in that MMO.
  • AraduneAradune Sigil Games CEOMember RarePosts: 294
    Sinist said:
    However, they want players to stay together. They want them to be able to log out of large dungeons when needed and come back and join their friends later. Years ago you had to run through the dungeon to get to you friends. Now, Pantheon will allow you to port and meet with them no matter where they are. This simple mechanic helps loads with keeping up the social aspects of the game.
    I have serious issues with this. This is going back down that "convenience" road which destroys the subtle elements of play. This makes it far too easy for people to get around, it is the same line of "dungeon finders" and "instant travel" and it creates problem in a contested content system.

    In EQ, we seemed to get by just fine with getting people back to the group in a dungeon and if it was a deep difficult area, that was part of the point of the risk/reward of doing it (and also provided class tools of use, Call of the Hero anyone?). If you had time, you got back in deep with a party, if you didn't you camped other areas that were more accessible. All of this was part of the selection process of game play. The weight of time and effort which made being able to do something later when you had time all the more enjoyable.

    I keep hearing how people don't have time these days, how the market of players is different and I think this is pure marketing BS. My friends and I all worked 40+ hours a week, were adults in our late 20's to 30's while playing EQ. We had jobs, families, and responsibilities and yet we were still able to enjoy much of what EQ had to offer. So this idea that people only have an hour of play time is the same mantra that led us to the slew of garbage we have in the industry today. I mean, people are so busy that they need dungeons to be 5 min runs, instant dungeon finder queues and everything centered around getting around easy.

    Sorry Brad and Chris, if you have been sold on this, then you are already heading down the wrong path. I have seen this approach far too many times in the past and all we get in the end is a watered down mainstream game touted as "hardcore".

    Look, I understand people don't have time to play 24/7, this was always the case. Times didn't change, there are still adults who game for a hobby (well, we used to when games were still games) and put aside time to play the game. There are still college kids and high school kids who have lots of time to play and will likely be the ones doing all of the top end content. Lastly, there are still those who lack time and catch a bit of play here and there when they can. You want to bring back the old days of social gaming? You do it by making a game, not an entertainment simulator that is designed for the limited time of mobile app players and the short attention spans. Make the game good, make it "worth" spending time in and the result is that people will make time to play the game, just like we did back in EQ.

    If you mainstream this game, you are in for some serious trouble. Those of us who wanted old school won't play it and mainstream will get bored and move on shortly after.
    The article was just updated, as well as our FAQ -- thanks for bringing this up -- it needed to be addressed and clarified.

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • TamanousTamanous Member RarePosts: 3,030
    edited October 2015

    Those commenting on personal story have completely misinterpreted it. Read the entire article again and gain context. The one line is likely poorly written as well.

    They are talking about the game being rich in lore and story. EQ was rich in lore and story yet not geared toward single player. They want to progress this one area that has progressed within single player mmos (instead of what they have destroyed) and apply it to to a hardcore, group oriented fantasy concept.

    The irony here is that they are not opening alpha early to players because players will likely not grasp the overall concept and not contribute constructively to early stages of testing ... and people replying to this very article proves this.

    There is nothing stated in the article about personal story. Besides, personal means it is personal to you. It does not imply you are being told you are a hero or if it is a single player experience especially when the entire context of the article is about the game being a hardcore, group oriented concept. It is a personal response to the game play experience only.

    You stay sassy!

  • carotidcarotid Member UncommonPosts: 425
    @Aradune  Two thumbs up on the update. I worry no more.
  • SinistSinist Member RarePosts: 1,369
    edited October 2015
    Aradune said:
    The article was just updated, as well as our FAQ -- thanks for bringing this up -- it needed to be addressed and clarified.


    Thanks Brad, though one question about caravans; will those limit gimmicks such as a group forming a caravan and then a single character sneaking into a dungeon location, bypassing content only to spawn the party at the camp area?

    I can see such abuses as many times, just getting your group to that deep area in the dungeon was the achievement. If someone can sneak/invis/FD flop into a safe spot and setup camp, it will really defeat the purpose of a dungeon crawl. That is why I cringe when I see these types of systems.

  • AraduneAradune Sigil Games CEOMember RarePosts: 294
    edited October 2015
    Sinist said:
    Aradune said:
    The article was just updated, as well as our FAQ -- thanks for bringing this up -- it needed to be addressed and clarified.


    Thanks Brad, though one question about caravans; will those limit gimmicks such as a group forming a caravan and then a single character sneaking into a dungeon location, bypassing content only to spawn the party at the camp area?

    I can see such abuses as many times, just getting your group to that deep area in the dungeon was the achievement. If someone can sneak/invis/FD flop into a safe spot and setup camp, it will really defeat the purpose of a dungeon crawl. That is why I cringe when I see these types of systems.

    Definitely a valid concern, and we're not fans of bypassing content. Also not fans of even being able to sneak or invis your way and tour a dungeon with impunity. Lots of ways for us to stop the bypassing but you're concerns are valid and we will endeavor to address it.

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,653
    edited October 2015
    @ Aradune: FYI your description below your icon by every post says: Sigil Games CEO. Just sayin...

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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