| OPG: ArcheAge Q&A |
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| Features | Top Stories |
| Written by Administrator on Thursday, 14 April 2011 00:42 |
Official Website: ArcheAge | Screenshots
Outpostgamez had the opportunity to sit down with some of the developers of ArcheAge and ask some questions. We ask some of the most burning questions on our minds! 1. You claim that the size of ArcheAge’s world is expected to exceed the size of WoW’s. What are some of your plans to make sure that quality supersedes quantity in these large tracts of land?The size of ArcheAge’s world is about the size of original WoW’s before its expansion came out. To obtain quality than quantity, many of our developers are working night and day. Unlike Wow, ArcheAge will probably have fewer quests because all contents are not quest driven. 2. If fast travel is off the table, and with such large continents planned, what are your plans to allow players to travel to a variety of places without feeling like they’re spending more time traveling (public transportation or otherwise) than other activities? Our game was designed with large regions in mind. For example, our game allows players to obtain a horse at a low level. We also have been designing public transportation systems such as public wagons between major towns, airships between continents and fee-charging teleport, which works by saving the location from the previous visits. Players can obtain land, provide it to other players for housing and collect taxes in return. The land will be a part of a certain zone that will have unique resource, enabling the ruler of that land to control those resources. Additional features like hiring NPCs as vendors will help to create a city-like atmosphere. Guilds or groups can take someone else’s estate through castle siege. If such take-over happens, the residents, who have lived there before the war, may be able to stay there as is or need to pay higher tax rates depending on the new lord’s decisions. 4. You mentioned that the other two continents would be at war with each other? Will this lend itself to the races being split into two separate factions fighting each other? Also, although there is a designated player-conquer continent, to what extent will PvP be prevalent among these two warring faction’s continents? When a server is opened for the first time, the Nuian (led by the Nuians, a human race in the western continent) alliance, and Hariharan (led by the Hariharans, a human race in the eastern continent) alliance are in hostile states. In the enemy’s continent, players cannot be protected. However, we will design it so that certain races of Nuian alliance can be separated out and become friendly or neutral with Hariharan Alliance, depending on players’ behavior. PvP between players from the same alliance will be allowed in a certain zones or situation. Even so, it will be treated as a crime and can be put on trial. Those balance issues concern us as well. We will test and balance classes constantly. However, we don’t think that all the combinations should be equivalent. There will be a class that is far more difficult than others. 6. What are your eventual plans for the customizability in player housing? Will it ever reach levels similar to those found in games such as Star Wars Galaxies? I haven’t played SWG, so can’t compare. In ArcheAge, players will be able to place a new piece of furniture, move the old one, or hang a painting, which players can also upload textures to create. 7. It’s no secret that ArcheAge is one of the largest deals in Korean gaming exports, second to Aion. With so much invested in the game, what are the most important aspects of the game that you want to stand out and set ArcheAge apart from other MMOs? Second to Aion? I thought ours was a new record.- Grin ;) - The important and distinctive aspect of ArcheAge is that the gameplay is not just consuming developer-created contents, but being designed furthermore, with the intention for user’s emergent play to be appear. 8. Other MMOs, particularly Darkfall, have strived for the massive sandbox player-driven world that ArcheAge seems to be going for, and have failed miserably. Do you think you’ve bitten off more than you can chew with ArcheAge? And if not, what are some of your plans for ensuring the success of the player-driven aspect of ArcheAge? We are pursuing a sandbox type of game, but also working on combining valuable lessons we’ve learned from previously released MMORPGs such as providing user-friendly guide for beginners, safe zones and contents for those players who wish it and not forcing party-play and etc. We also think that player driven contents in end-game is what expands the lifecycle as was proven in previously released MMORPGs have been proven. (Look at Lineage!) 9. It sounds like ArcheAge will feature a very diverse, fleshed out crafting system. How will these items compare to those obtained by killing monsters? Basically, we hope player-crafted items become a key aspect of in-game economy or combat. But, if the game items are solely led by crafted items, it could become somewhat of a restriction to the growth of solo-playing characters. So, items for level-up are also obtainable through quests or from monsters. Crafted items will be allowed continuous enhancements and improvements, whereas such obtainable items wouldn’t. We have been implementing similar contents/activities to the other MMORPGs including main quests, which follow a main story, instance dungeons, which require party-play and others. 11. The scope and detail of ArcheAge seems almost too good to be true, something many players learned after the disappointment of Darkfall, which promised many features that ArcheAge lays out. Do you think the game is overhyping the vast amount of features and freedom the game claims to have, or is it really a dream come true? We are working very hard to meet the expectations. Since MMORPG has a long lifecycle, we would like to develop and implement all the features eventually which we have mentioned. If we do not have it all ready on our initial release, we want to continue on for generations until we implement it all. 12. I know a lot of folks are probably asking, and such an ambitious game can’t be rushed if it expects to succeed, but any word on a release date? We are working hard to release at the end of the year; however, as always, the release date could be postponed for further polishing. - Grin ;)
The company XLGames officially announced their new MMORPG ArcheAge, which uses CryEngine 2. The development of the game began in 2006. In August 2007, XLGames purchased CryEngine 2. The first closed beta was scheduled for June, 2010 in South Korea. A source has indicated that CryEngine 3 will be used to develop some elements of ArcheAge and for now ArcheAge’s CryENGINE 3 code is limited to graphics, animation, and physics. Networking and other miscellaneous subroutines remain unchanged. The developers promise a community like that of Ultima Online, PvE comparable to World of Warcraft and PvP taken from Lineage 2. The game itself is developed as a “sandbox” – where the player is completely free to chose what to do and how to live. Expanding on this, characters won't be subject to strict limitations on growth, such as is the case in other MMOs. The GRB (Game Rating Board), a South Korean organization that sets game age ratings, gave ArcheAge a 15+ rating. The budget of the game is said to be $25 million dollars; $15 million of an investment from GigaMedia and another $10 million from the company’s budget. The game's designers want players to have a big impact on the world; each server will be unique due to players developing their world’s history and exploring the map in different directions. There are 8 races in the game, 5 of which are said to be unique to ArcheAge. |








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