Joseph Hewitt is the Senior Designer of Auran's "Fury". This MMORPG wowed us at E3, impressed us when we saw it in Australia and now we learn more as Carolyn Koh asks Joseph some questions.
MMORPG.com: Why did you create a game like Fury that breaks away from the traditional class mold? (What do you think is lacking in the current line-up of MMOGs out there?)
Joseph Hewitt: The class mold is a very artificial constraint and only seems normal because it has been around for so long. The reason why it has survived for so long is that it easy for game designers to balance. They know exactly what to expect from each character class and can balance accordingly. In many ways classes are like training wheels for players, and very early on we decided we were making this game for the core audience.
Skill based systems offer so much more and let players build characters aligned with their own play style. Of course this can be harder to balance, but ultimately it is far more fun.
Once we decided to go with a skill based system for Fury, we took a hard look at what some of the downsides to it were. Personally, when I play games where I can build my own character, I am always afraid I am making a bad decision that might gimp my character. We decided that we wanted you to be able to rebuild your character anytime you wanted with no costs or penalties. That way we were sure players were free to have fun and experiment. Once we did that it was just a natural progress to say that you could load and save those templates and the incarnation system was born.
The incarnation system led to so many other benefits. For example, incarnations remove the need to have alts since you can switch between incarnations anytime. This also means you dont have to fill your friends list with multiple entries for one person keeping track of his alts. One of the really cool things is you can build a lower ranked incarnations to play with friends new to the game. |
You can read more here.
Comments
First?
Like anyone's following this game and like anyone cares...!
We'll i care and i have got my eyes on this one ;P I saw a gameplay video from E3 and was very impressed.
It's got more in common with an FPS like unreal tournament than an MMO, but to me looks like it offers enough depth in gameplay with a deep skill system that relies on player skill and teamwork moreso that itemisation.
A game such as this is just what i need; login, enjoy an hour or two of fun carnage and logout! No more endless carrot grinds for me. Life is too short.
(and before anyone say's 'guild wars', it did not hit the spot for me, i'll be playing wow's BG's til somehing better comes along!)
Waiting For;
Aion
Warhammer Online
Darkfall
Project Offset
I have to say this game does sound very interesting indeed and i look forward to seeing how it progresses.
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For your voice com, it's critical that it be able to select a separate sound device from game sounds. This way, you get voice com over your com headset and game sounds through your speakers.
Ventrilo does this, and I would recommend you integrate Ventrilo for voice com. Ventrilo is better programmed and uses less resources than Teamspeak.
These guys deserve my money purely because of the Hitchhiker's Guide to the Galaxy referances. Awesome!
Sounds a hell of a lot more fun then Guild Wars and maybe even more enjoyable then WoW's PvP... But, the question is, will it be better then Age of Conon and Warhammer? It's a next gen game, and it's a niche game at that, so how it stacks up against the others is going to be very, very interesting. I look forward to betatesting this thing.
How do you kill that which has no life?
Supreme Leader Hades
The Imperial Aces
Discord: https://discord.gg/CjBP4dc
Waiting For;
Aion
Warhammer Online
Darkfall
Project Offset