That’s cool. I really like that idea of having an interdependency. It’s
not like just another pet.
it’s very different from a pet. We’re already having questions about
other classes' pets. Those are summoned, they’re like a
magical spell. They’re not smart, they’re not sentient. They don’t have
the intelligence to adapt and learn tactics. They do what they do. It’s
kind of like having a robot, in a way. Whereas warders are totally
different. That’s a partner you’re building. So when you interact with
your warders, and summon different warders, you’re really changing the
way your class plays. It should be very, very interesting for people, I
TTH: Are they aligned as
evil or good, or both?
really don’t remember the conversation well enough to be sure, but I
don’t see any reason why they couldn’t be neutral, to be on whatever
side they wanted to be on. We’ll have warders available that will
definitely be evil or good aligned. So you’ll have to choose what you
TTH: In regards to the
rest of the expansion, are we looking at new zones as well?
We’re giving away all of the zone content for just the regular
are cranking out content. Just so you’re aware, Velious came out, and
Game Update 60, GU 61, GU 63, 64, 66, and 67 are all Velious content.
We will be building Velious content until 2013. One low price, big ass
content! It’ll be the biggest expansion pack ever made by the time
we’re done with it. It’s gigantic. You know all the stuff in EQ1 where
half the continent was all dragons? Well, you haven’t seen a dragon
yet, have you? We have a lot to do! Plus, we’re doing that whole
Freeport, which is going to be fantastic. Did you hear any of the
details on that?
I have to tell you some of that. Next summer, we’ll redo Qeynos with
the same kind of treatment that we’re giving Freeport.
Freeport is getting turned into a massive multi-level quest hub with
all kinds of exploratory content in it. We’re taking the whole city and
turning it into a single zone, so there’s no more zoning between areas,
although all of the neighborhoods and sewers are still going to be
instances. The reason why we’re making the neighborhoods instances is
so we can actually do predicated content so when you go in, your
actions will affect the way the neighborhood reacts to you.
The neighborhoods are like segregated neighborhoods, like when you go
to San Jose. There’s a Vietnamese block, a Korean block, and so on and
so forth. That’s the way the neighborhoods are going to be in Freeport.
An example that I’ve been using is that you go into a shop and on the
back counter, you can see a bag of gold and it’s just sitting there
glowing and you can click on it. What do you do? Do you take it? If you
take it, maybe the neighborhood will go, “Hey Rube!” and start chasing
your ass all over the neighborhood. “Thief! Thief!” “Kill him!” and all
that kind of stuff. Or you could just leave it alone. We’ll go through
and put in all of this exploratory content that isn’t just chase
feather, do quests. Of course, we’ll still have that too.
We’re also going to have all kinds of race and class specific quest
lines, which is something we normally shy away from because we want
everybody to be able to do the content. That seems efficient. But we
know our players are alt-aholics, and they keep going through and
through and through, so we want to give them something so that when
they do change race and class, they get some different content along
So when you play in Darklight Woods or Timorous Deep as an evil
character, you will no longer go on the Golden Path to Butcher Block to
help the dwarfs for some reason. Instead, you’ll go to Freeport and get
involved in Lucan D'Lere's march for power.
We’re focusing on personalities. I’m a big fan of Game of Thrones. I’ve
always been a fan of ensemble books or ensemble characters where
there’s really key characters and the plots always revolve around
those, so we’re going to be doing a lot of that with Freeport. We’ll
build personalities that have connections and you’ll be able to
understand the kinds of things that they’re interested in after you’ve
worked with them for a while and you’ll get to know them as
personalities, which we don’t have enough of in EQ2. We just
don’t. We’re doing a lot to really seriously change the feel of the
game without messing with the mechanics too much.