
concrete
GameAmp Staff
Posts: 4
Joined: 06/02/2004
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| The interview listed on the website |
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from http://www.mmorpg.com/gamelist.cfm?setview...0926080642
here's some interesting pieces:
| QUOTE | With that in mind we tuned our combat system to feel much more like a shooter in pace and interface while still keeping the game an RPG at it’s core so that your characters abilities that have built up over time are the main determinant in combat success.
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We are still a game about attributes and advancement. We have a sticky targeting system that makes shooting at a target hopefully easy, and then it’s a die roll to determine outcome, just as in a traditional MMP. But each foe has unique movement, armament and AI approaches to deal with, so opponents are far more interesting than the traditional stand and see who has the best DOT (damage over time) that most MMP’s have at their core. With that said, there are a few shooter mechanics thrown into the mix to keep things interesting. One of my favorites is movement penalties for accuracy which is even different for each weapon. So in one case you may have a rocket launcher or sniper rifle that would require the character to stay very still for a certain amount of time in order to achieve maximum effect, while in another case you might have a flame thrower where the player can run around with almost no penalty to accuracy.
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On-demand fun is our main focus as a project. That being said, my greatest personal joy comes from detailing the virtual world. So I hope we have both.
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PvE is definitely the focus of TR. We have a detailed and personal story arc that players will participate in that we hope harkens back to solo RPG’s. The difference and improvement being that in TR you can play with your friends!
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If you ask me, this game is sounding more and more like an evolution of the Phantasy Star Online style of gameplay. Earlier this year me and a couple other FPS-playing friends joined the PSO:Blue Burst open beta, and had a lot of fun with it, but we didn't think it was enough to justify a subscription. That's not to say that this game couldn't go above and beyond, however. Importance of stats on effectiveness of weapons, the lock-on aiming system (to whatever degree they end up implementing it), and other elements seem to be shared here. Hopefully they can throw enough unique twists into the game to make it worthwhile.
Another thing he said that was interesting to me:
| QUOTE | | We also have a game centered around persistent shared spaces (battlefields) where players can temporarily impact the state of versus our previous emphasis on static instanced spaces. |
I don't really know what to think about this. He mentions the emphasis on "temporary impact" many times, so it's clear tha it's not going to be a huge, persistent, inter-connected world. However, he says that it's not going to be cut-and-dry static instanced areas (like PSO for instance). Could this be merely that different groups of players in related small areas can affect what's happening in the others? Or is it some kind of cyclical changing of the particular area? The description there seems vague, but certainly points towards potential for a more engrossing gameplay system than simply going through a level to beat it.
***THIS POST HAS BEEN EDITED***
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| 09/26/05 07:21 |
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thejeni
Posts: 26
Joined: 08/12/2004
Credibility: 0 pts
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| Re: The interview listed on the website |
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you should submit that as a news post.... and good find w/ the interview
Siggy created by DeathFetish.
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| 10/31/05 19:17 |
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