The Ten Ton Hammer Dusktreaders
Interview with Erk Hyrkas
By Nicole
"Awenyddion" Hamlett
I recently had the chance to ask Erik Hyrkas a few questions
about Granite Games' new upcoming MMORPG Dusktreaders.
I hadn't heard much about the game but what I
found out while doing research was enough to make me do a double take.
Dusktreaders is a gothic MMO that revolves
around the strife between humans, vampires and lycanthropes.
Who are the humans? The players are.
What makes this game different from the
others that are on the off the launching pad? Read more to find out.
Hi Erik, can you please
introduce yourself.
My name is Erik
Hyrkas. I am one of the owners of
Granite Games and the lead designer for the Dusktreaders project.
What made you decide
to create an MMO rather than a standard single player RPG?
All of the Granite
Games staff are passionate MMO players.
I don’t think it would have even crossed our mind to make a
single
player game. Since the days of MUD, I
believe all of us have been making or playing online multiplayer games.
You have a gothic
world revolving around vampires and werewolves. Is there a possibility
that at
some point the players will be "turned"?
Actually, yes. Although, not
permanently and you lose
control of yourself while either a vampire or werewolf.
Players facing down such foes as vampires or
werewolves who are unfortunate enough to be bitten may be temporarily
turned
into a vampire or werewolf. They are
cured if the one who bit them is destroyed or if that player is killed. If bitten, you have about 30 seconds to drink
an antidote. Alchemists can make
antidotes, if you bring the right ingredients.
You cannot be a
free-willed vampire or werewolf.
Will players be able
to choose any other race than human for their character?
What made you decide on that route?
Characters can only be
human, though players can chose a body style, clothing, and complexion
that
suites them. Most gear you find has no
impact on the look of your character, allowing players to define the
look they
like (or redefine it later) and not have to worry about finding the
appropriate
items.
We decided to have
only humans because it made sense for the storyline.
Having non-human races like dwarves and elves
is very much a concept in the Fantasy and Sci-fi genres, but made
little sense
in the Gothic genre. Early on, while
still defining the game, we debated for nearly a month on whether to
allow
players to be lycanthropes and undead, but in the end we agreed that a
Player
verses Environment game would be best served if everybody was good –
and hence
everybody would be human.
Right now, so many
games rely on the "Carrot in front of the horse" time sink tactic to
keep players online. It looks like
you've gone a different route. Can you explain your reasoning?
I believe many players
(I don’t know if I could say “most”) prefer to play in short bursts –
maybe 30
minutes or so and then have the option of hopping off.
I don’t believe players like feeling that
they need to set aside their whole evening or whole day just to play
the
game. Being able to make reasonable
accomplishments in the 30 minutes before you drive to work in the
morning or
the 30 minutes before bed at night makes the game more accessible to a
larger
audience.
Certainly, there will
be the ability to play for hours on end, but players shouldn’t feel
forced
to. It’s their option.
I wouldn’t go so far
as to say that there is no carrot though.
I think all games originating from the RPG tradition have some
form of
carrot. Many people play MMORPGs for no
other reason than to design and develop their character the way they
see
fit. Making plans on how they will
tailor their character is fun for them.
I wouldn’t deny those people their fun, since I’m one of them.
Dusktreaders has done
away with the massive hundred man raids. You state in your FAQ that you
want
players to have a more intimate experience with the gameplay. Does this
eliminate the ability for guilds to go hunting en masse?
There are no “raid
groups.” I suppose, a guild could walk
around together, hang out, and do some damage to the resident bad guys
– but it
won’t be very productive for advancement purposes and there are no game
features to support raids.
You cannot bring more
than one group into instanced mission and quest areas. Combat is
“locked”, so
people outside of your group cannot help in any fashion.
You mentioned in an
earlier interview that combat is fast paced. There are toggle buttons
but you
need to pay attention to timing. Would you consider your system twitch
based
combat or merely tactical?
I am strongly of the
opinion that Dusktreaders is not a “twitch” game. Combat
is very tactical and strategic.
Recently, I had given the following example:
A concrete example of
skill would be an encounter that had special rules around the AI that
the
players might have to experience the encounter multiple times to really
understand how to win. Maybe the first time they engage the encounter
they
realize the person responsible for holding aggro can't seem to do it
successfully and the healers are getting punished. The next time they
try, they
realize that the people who wait to engage seem to get attacked first.
On their
final try, realizing that the aggro rules are inverted, the tank does
not
attack or take action while everybody else attempts to generate aggro.
Once
figured out, the encounter is easy. However, since the rules of
engagement are
unique, it poses a tremendous challenge to the players. This is just a
simple
example. Each encounter for a group should be designed so that it makes
the
players decipher what strategy might work. Maybe the players will
derive a strategy
that nobody else has thought of to best the encounter. That's the way
it should
be in my eyes.
Players must think on
their feet and make an effort to figure out how to win.
Nothing should be taken for granted. To
me, Dusktreaders is a success if people
are thinking about how to solve a particular encounter while they are
at work
the next day.
In some games, you
have to buy recipes or spells, others you automatically gain the skill
as you
level. How will you handle skill
increases?
Most skills will be
given automatically. We have considered offering a handful of skills
through
quests, but this isn’t implemented yet.
You tailor your skills
through enhancements that must be found through adventuring or obtained
from
other players.
What would you consider
to be the "one" trait that sets you apart from other MMOs today?
Dusktreaders requires
skill. Like chess, poker, or sudoku each
time you play should make you more skilled than you were before. Some people will innately be better players,
and some will learn faster than others.
In the end though, we hope to restore pride and bring back
respect to
the highest levels. Many games value
time invested over skill and though we think time invested is
important, we
would like skill to be more valued.
The six man groups,
the encounter designs, and the advancement system – all designed to one
end:
bring skill to MMORPGs.
What can we look
forward to seeing from Dusktreader in the immediate future?
In the immediate
future, you can look for more screenshots of characters.
In the immediate future you can look for a screenshot on Ten
Ton Hammer as well. They've got all kinds of super secret development
going on
right now that just makes me excited thinking about it.
Could Dusktreaders be the advent of a whole
new MMO gaming experience? Only time will tell.