by Garrett Fuller
This week will mark the official release date of Fury, the fourth retail-based massively multiplayer online game of 2007, and it will be hitting store shelves all around the North American and Australian markets. In honor of the release, the Ten Ton Hammer editorial staff had Garrett Fuller write up a few questions for the developers of the game, and Michael Hampden and Adam Carpenter answered the call. Most of the questions revolved around the final results of the beta and how things have shaped up for the game. Enjoy!
Ten Ton Hammer: The beta
testing phase for Fury just wrapped up, what sort of reactions are you
getting from players?
Adam Carpenter:
We’re getting all sorts of reactions. Fury
isn’t an “easy” game and it
doesn’t follow the standard MMORPG mold that gamers have
grown used to. That means we’ve probably had more trouble
than many MMOGs who follow the well worn path without offering something
new for gamers.
The players who spent time learning the game - its major differences
and subtle nuances - they absolutely love it and can’t get
enough.
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Fury's combat is
incredibly fast-paced.
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The players who went in, skipped the tutorial, and ignored all the
in-game help, tended to get completely owned in their first few
fights. Of course this made them quit long before
they’d given the game a real chance. It’s a bit
like someone picking up a Chess set after playing Checkers, not reading
the rules, and then saying “stupid game”. This is
the area we focused a lot of our attention on. A big
improvement went live for the Challenge and implemented a handicapping
system for new players that made their initial fights a lot more
forgiving and give them additional time to learn.
Michael Hampden:
Positive, negative, to downright hilarious. One of our testers actually
emailed us and told us all to “Die in a car fire!”
The negative reactions are interesting. A lot stem from Fury
being a more challenging game for new players than other MMOs. Since
we’re entirely PvP, there’s no beetles, wolves or
snakes to fight when you first log-in. You’re going against
other players, so it’s going to be difficult to win those
first few games. Once you figure things out you’ll have a
blast.
I like to compare online games to sports teams. When things are going
well, your fans love you. When things don’t go well, your
fans are not at all shy about showing their displeasure. Unfortunately
for us, we Game Developers don’t make anywhere near as much
as pro sports players!
Ten Ton Hammer: The
fighting in the game is so fast paced it's often to determine exactly
how you're being killed or what's killing you. How are things
progressing in terms of balancing the gameplay?
Adam Carpenter:
During the weeks running up to the Challenge we made a number of
experimental changes to balance that focus on the biggest issues
players have. It’s been a rather interesting
experience as a couple design oversights made for some interesting and
overpowered strategies.
One of the difficult things in beta was that we did not have our
external test server up and running, we only had the Open Beta
server. That meant changes went live almost immediately
whereas after Fury launches on October 16th, all balance changes will
be live on our external test servers for a minimum of 4 to 6 weeks
before hitting the live server. This test server environment
is a crucial part of our post release plan as we want to get lots of
testing and feedback on all balance changes before they impact the
live, retail servers.
Michael Hampden:
Balance is a tricky thing. No matter how much thought you put into
skills & abilities, players will always find balance issues and
use them to their advantage. I expect we’ll always be fine
tuning balance or making experimental changes on the test server as
Fury continues to grow, the excellent feedback we get from our
community on this is very helpful in this effort.
Ten Ton Hammer: Many
players at the conventions this season were very happy with the game,
what has fan reaction been leading up to launch?
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Fury is free to play
after you've made your initial retail purchase.
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Adam Carpenter:
I have to say that it’s been like almost all the other MMOs
that have come out in the last few years. We’re
getting lots of board traffic that range from “OMG XXX
ability is overpowered”, to “it’s been 2
months and you haven’t fixed this obscure bug”, to
“I love this game”, to very detailed and serious
critiques of game mechanics and player motivations (which I personally
love).
All in all, I think players are really looking forward to release when
we’ll be done with the character wipes and we’ll
have a significantly large player population for them to battle with
and against.
Michael Hampden:
Conventions are always excellent. I love introducing players to the
game and being able to watch them enjoy something you helped create
first-hand. It’s great.