Questions by Cody
"Micajah" Bye (Managing Editor) and Ben Avery (Community Member)
Answers by Joel Bylos,
Quest Designer for Age of Conan
In the marketing scheme of things, it often doesn’t pay to
tell general reporters about quests. They want to hear things about
blood and sex, and since there’s plenty of this in
Age of Conan, the
quest system often gets ignored.
However, the Ten Ton Hammer staff members are more than just the
general press; we’re tried and true gamers. Cody "Micajah"
Bye and community member Ben Avery took an extra day with the Funcom
developers to really get to the heart of the details concerning the
quests in AoC. To do this, we talked with Joel Bylos, Quest Designer
for the game’s 40-60 level range, at length, asking him
numerous questions concerning the gods, his favorite quests, and the
idea of branching quest lines.
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Unlike many of the
other MMOGs on the market, players in Age of Conan won't be interacting
directly with their gods.
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Can players meet the gods
of Hyboria in the game?
Joel Bylos: This is
one for the lore people. If they've ever read "Conan Antics" by, I
believe, Don Henley, there's a very in-depth argument that he presents
that the gods in Conan's world are as hard to prove that they exist as
the gods in our world. A lot of the other writers beyond Howard took
liberties with his original text to make the gods more palpable and to
give them a bigger presence in their books. Howard never had the gods
really present, and Henley argues that the gods are really spiritual
entities rather than physical beings.
So you won't actually be meeting the gods in the game, but that's also
because we don't want to go against Howard's wishes.
Will there be any quests
where you have to pray or show your religion in any way?
Joel: During one
part of the game you actually get a quest to go to the Speaker's Corner
in Old Tarantia, which is actually mentioned in The Hour of the
Dragon, and a priest of Set is actually preaching to a bunch
of people. He talks about how great Set is and how Mitra and Conan are
terrible for the world. As a player, you basically can get up and
debate this guy. There's actually a priest of Mitra in the crowd that
asks you to get up and debate this guy. This is one of the places in
our game where the quests are unique, because you can roleplay these
quests however you'd like.
If you're a Priest of Mitra, you're obviously going to defend Mitra and
Conan, and if you're neutral, you can just choose the middle ground
between the two. If you're a worshipper of Set, you're more than
welcome to join the guy and start saying bad things about Mitra. Based
on the three options, you get a different reward.
It's a branching quest
then?
Joel: Exactly. It's
hard to do in MMOGs, but we can do it on a character level.
That's one religious quest, but there are obviously other ones where
priests are dealing with issues and things, but they're not too
confrontational. We want people to play different ways if they want to.
Are there other examples
of branching questlines or quest rewards that you can think of?
Joel: It's not in
the beta yet, but in the Black Dragon Barracks there are three people
that have been sentenced to death. Essentially the barracks commander
is very busy and he basically sentenced those three individuals to
death because they were captured sneaking into the safe area at night.
You argue with him a bit about whether he truly considers that justice,
and he basically tells you to go talk to the prisoners and determine
whether they should be put to death or not.
It's going to be a fairly black and white option between the three
characters [live or die], even though the dialogue with the characters
is a bit more interesting. Essentially there are some characters that
do evil things, but they've tried to sneak into the area for noble
purposes.
Once you've decided how many of the characters you're going to kill,
your quest reward will be different based on how many you've executed.
If you kill all three you may get an axe of the executioner (Editor's Note: These titles
aren't necessarily the official names of the items) and if
you let them all live you might get a harbinger of justice or something
like that.
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There are a number
of branching quest lines in Age of Conan, giving players consequences
for their actions.
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That sort of quest really
seems to put the power back into the hands of the player rather than
having them always following orders from a random NPC...
Joel: Exactly! Every
MMOG has kill quests of some sort, but you never really consider who
you're killing when your tasked with those options.
Will there be seasonal
quests?
Joel: Not that I
know of.
Will there be different
dialogue options for your class, race, and gender?
Joel: Definitely!
For example, there are certainly some quests where being a female will
allow you to open up different avenues of completing a quest that may
not be available to male characters in the game. At least one that I
know of features the female character getting rid of a male NPC by
soliciting him.
How do you make the
quests in the game really interesting and fun, even if they may not be
the most "dynamic" quests?
Joel: I try to link
every quest that I write into the overall story and playfield so that
it all makes sense to the player. While things aren't as dynamic in
MMOGs as say in a single player game, you are allowed to do things on a
character level to spice things up and you can make the static portions
of the world as exciting as possible.
Are there lots of solo
quests in the game?
Joel: You played
through the Sanctum of the Burning Souls correct? (We did, more video
on this later.) We have a parallel solo dungeon to that that should
take players around three hours to complete. For the most part, the
game will be very solo friendly until around level 30, then we'll begin
incorporating more and more group quests and that sort of thing into
the game while still allowing players to solo if they wish.
Will the earlier dungeons
in the game be developed for six-man groups?
Joel: What our
gameplay designer does is that he tries to make it so that if you do go
in there on your own, it can be completed. However, if you go in there
with a few friends it's much faster and easier to achieve. There are
dungeons that will almost require six-man groups to complete, but there
are many that you can do without so many. Most of the group stuff we
purposely set to a higher level to make it a bit more challenging for
the players.
Will there be quests that
flow into the PvP or Sieging systems or areas?
Joel: No. We've
decided to keep those systems separate from each other.
Will NPCs remember how
you treated them during your dialogue encounters with them?
Joel: Within certain
quest lines, yes they will. But it's not like a faction system; it's
not an alignment system. They may respond differently if you have been
treating them poorly throughout the quest line, but it won't be
something that they'll remember every time you talk to them.
We actually have some
quests where your decisions actually cause you to go down one side or
the other of a branching quest. There's one particular quest where
there is this set of mantis people that have been enslaved by an evil
Necromancer and he's using them to search the desert for an artifact.
However, this Necromancer has gotten so busy that he's kicked his
apprentice out of castle. You meet the apprentice on the road as you
explore. He's a bitter man; he basically calls you a donkey's ass at
one point in the dialogue. When you talk to him, he gives you a certain
quest to go kill the Necromancer so he can take over the castle and
enslave the mantis people for his own goals.
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Quest rewards may
be different in branching quest lines.
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Later on you find a mantis person in the desert who tells you to talk
with the chieftain. They want you to help free them from the evil
Necromancer. Both of them ask you to do the same quest - kill the
Necromancer - so you get to make that choice and picking one means
excluding you from the other. The rewards are different as well.
While this may seem "limiting" to the players, I think people will go
onto the internet and look at the items before proceeding upon this
quest to see which piece of equipment they want. This also gives
roleplayers the option to really flesh out their characters, even if
the reward may not be optimal for their class.
That's always something I've wanted to see come out in MMOGs; this idea
that making decisions has a consequence. While single player games can
show changes based on your decisions, MMOGs can at least have some of
this sort of consequence on a character level. It may not be 90% of the
quests in the game, but these branching quests are there.
And those are the quests
that players will probably remember....
Joel: If they
realize it's even branched. They may not even realize it until they
look up the quest later.
What's one of your
favorite quests in the game?
Joel: There's this
one quest in Stygia where you go and there's all these chickens running
around a village that you can kill. If you start killing the chickens
there's this guy called the "Chicken Handler" that comes out and shouts
"LEAVE MY CHICKENS ALONE!" If you keep doing it, he'll eventually come
out and kill you. However, there's another NPC in the next town over
called the "Cock Handler." Don't laugh....
*laughter ensues*
We're mature people and this is a serious game. *laughs* And he's a
rival of the Chicken Handler. He gives you a quest to go kill the
Chicken Handler, but you need a group to actually kill the Chicken
Handler because he's so tough. He's no pushover. When you kill the
Chicken Handler and go back to the Cock Handler he gives you a
two-handed sledgehammer type weapon called the Vanquisher of Poultry.
Thanks again to Joel and
Ben for taking part in this interview! More to come on the quests,
items, and status of the world later this week!
What do you think of the
quests described in this interview? Will you be interested in the
branching storylines?
Let
us know on the forums!
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Age of Conan news
and articles!