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World of Kung Fu: Interview with Producer Dave Clarke

Updated Wed, Dec 16, 2009 by Cody Bye


Questions by Cody “Micajah” Bye, Managing Editor
Answers by Dave Clarke, Producer, VestGame Entertainment
 
When a typical gamer looks at the free massively multiplayer games that are on the market or in open beta, it’s easy to feel overwhelmed. Every day seems to spawn the announcement of more titles heading to the North American shores, and the old titles linger on year after year. The Ten Ton Hammer staff is always interested in making a gamer’s choice easier, and so we’ve dedicated ourselves to bringing you the best free-to-play coverage on the internet. Along those lines, we recently received an opportunity to sit down with Dave Clarke, a producer for VestGame Entertainment, who was more than willing to chat with us about his upcoming imported MMOG, World of Kung Fu. If you’re looking for a MMO gaming experience based around Ancient China, he may have the game for you!


World of Kung Fu is actually based on the stories and mythology of Ancient China.

Ten Ton Hammer For the readers who don’t know anything about World of Kung Fu, could you briefly describe what the game is all about and why players should be interested in it?

Dave Clarke: The World of Kung Fu is a MMORPG based on stories and mythology of Ancient China.  There have been a few games released recently that are similar, but this one is actually made in China by people who grew up hearing these stories, which we feel adds a layer of authenticity to the game.  One of the main concepts of this game is the ability to create a “Wulin”, or traditional Chinese Kung Fu society.  

In most games, when you begin, you have to pick a faction or a side to begin on.  In WoKF, you can change your allegiances however and whenever you want, because “factions” in our game are based on Kung Fu schools and countries.  This adds a new level of depth to a multiplayer world.  Also, the “classes” in the game are based upon techniques using traditional kung fu weapons, so it’s a nice change from the elves and dwarves of most other RPGs.  And it’s free to play!

Ten Ton Hammer: Over the last few years, imported MMORPGs have begun to spring up with increasing rapidity. You’re entering a fairly jam-packed marketplace with WoKF; how are you going to make the game stand out? What sort of features will draw players to WoKF rather than any of the other games on the market?

Clarke: With World of Kung Fu, one of the first things you notice is that it’s a graphically well designed game.  It looks more like a game you would buy than a standard free-to-play game.  That in itself helps it to stand out.  We’ve also been trying to give the best customer support that we can.  Many of these other imported MMO’s offer very little support, but in WoKF, you’ll actually see GMs online and in game 24 hours a day ready to assist you.  Our GMs and Game Sage support staff are great, and we actually participate in the game community, not just sit on the sidelines and observe.  

There are a lot of other great features in the game, one of my upcoming favorites it that actual players can become the King of the various countries in the game and control that country and decide if it will go to war, etc.  I think that the level of player involvement in the game world above the normal quest and grind is what will draw players to this game.  We also run a lot of special events, some requested and devised by players, to give a better sense of community and to keep it interesting.

Ten Ton Hammer: The game is currently in open beta. What sort of feedback are you looking to gather from the players? What areas of the game need improvement or polish from the original version?

Clarke: In Open Beta we’re really looking for suggestions from players about what can make the game better.  It’s very successful in China, but American players have different ideas of game play, so we try to cater to that as best we can.  We have a very active forum and suggestions are taken seriously.  Many of the player suggestions from our Closed Beta were incorporated in to the Open Beta, and honestly, I was surprised to see that players were amazed that we actually listened to what they had to say and did something about it.

As for improving and polishing the game, we see this as an ongoing process!  There is always room for improvement, and we plan on doing it.

Experience is earned through completing quests and killing monsters.

Ten Ton Hammer:  What kind of advancement system does WoKF possess? Does it rely on killing monsters or can you advance in other ways? How many classes/skills are available in the game?

Clarke: There are 9 different “classes” in the game, based on traditional Chinese Kung Fu weapons:  Spears, Broadswords, Fans, Staves, Hooks, Swords, Bows, Hammers/Axes, and Fists.  Each one has different play styles.  For example, Fan users are the healing class in the game.  Another cool feature that’s coming up is that players can get married and have children.  The children will become an actual player character that has skill sets from both parents, so players will be able to have “hybrid” classes.

Advancement in the game is pretty straight forward.  You can gain experience and levels by completing quests and killing, but there are also other avenues of advancement based on reputation in different fields in the game.  Another feature of the game that helps with leveling is that you gain more experience if you play together.  Team based play offers better opportunities to level, and special systems allow for players with special relationships to have unique abilities to aid in this.

Ten Ton Hammer: Are their any sort of alternative paths you can follow in WoKF? For example, can players cook or make weaponry? How does this process work and what makes it different from other games?

Clarke: Of course!  There are many different paths in WoKF.  Players can craft food, medicine, weapons, armor, fashion clothes and many other things.  I think the big difference here is that players gain reputation for all of these things, and that reputation allows players to create better and better items the higher their reputation is.  You can forge your weapons and armor to give bonuses, and there is a refining system that allows for creation of special items that only skilled players can make.

Ten Ton Hammer: Does the game focus more on player versus player (PvP) or player versus environment (PvE) type combat? It seems that most imported games really have a focus on PvP, is this the same sort of scenario with World of Kung Fu?

Clarke: There is a good amount of PvP available in the game, especially with the School battle and Country battle systems, but there is also a good amount of PvE combat as well.

I suppose it depends on your play style.  We’re trying to make the game world accessible to everyone and how they like to play.

Ten Ton Hammer: Judging from the screenshots of World of Kung Fu, you seem to want to strike a balance between realism and fantasy with a dash of silliness thrown in. Is this true? Why’d you decide to go this particular route?

Clarke: The World of Kung Fu was designed to be a fantasy world, but we wanted to make it believable and fun at the same time.  So yes, I think that’s a true statement.  Part of the reason why the game was designed like this is because it is made in China.  I’m sure you’ve seen some Kung Fu movies.  Realism and fantasy with a bit of silliness thrown in.  I think that actually sums it up nicely.

WoKF was originally developed by Tengren in China.

Ten Ton Hammer: When was WoKF originally developed and who developed it? How long have you been localizing the game? When are you expecting to fully release the title?

Clarke: WoKF was developed by Tengren in China, and it’s been in the works for a few years.  We’ve been localizing the game for just under a year.  The full title release should be in a few months once we catch up the localization process with the current Chinese version.

Ten Ton Hammer: Are you following the standard business model for most other imported games and making WoKF free-to-play with gold buying incentives included in the game?

Clarke: Yes.  WoKF was designed to be a free-to-play game and it uses the Item Mall concept to offer items that help in gameplay.  We like this concept, because it gives players the power to decide if they want to spend any money.  You don’t need to buy a $50 game at the store and then pay $15 a month to play.  You just download, and within minutes, you’re playing the game.  

Ten Ton Hammer: Finally, is there anything else you’d like to tell the Ten Ton Hammer readers?



Have you had an opportunity to play World of Kung Fu? If so, what did you think of the game? Let us know on the forums!

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Windows
Developer: VestGame Entertainment
Genre: Fantasy
Status: Published
Release Date: August 1, 2008
Fee: F2P
ESRB Rating: NR

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