Audience Questions
Ten Ton Hammer: What kind
of anti-bot steps are you taking?
Brian: We’re
always working to prevent bots and improve our customer service. We
can’t really go into the inner workings of anything, but
we’re always striving to give the best customer service
possible.
While the in-game systems are crucial – like the economy and
crafting – the back end systems also are very important.
These are the people that work behind-the-scenes and we don’t
talk about, because if we start talking about them, then the exploiters
and botters will figure out what we’re doing and navigate
around them.
It’s a back-and-forth battle, but something we’re
committed to working on.
Ten Ton Hammer: What
incentives do players have to engage in PvP? NCsoft has also had
difficulty with end game content in the past, and players wonder how
you’re going to address that aspect of the game.
Lani: One
of the cool things about Aion is that – and anyone
that’s read articles about our game – probably
knows that we’ve tried to marry PvE and PvP. I think that
makes this game especially unique experience, and especially so in the
Abyss where you’re trying to control different artifacts and
fortresses and those that do have control are given the best hunting
grounds and the best items become available to them.
We really wanted to make that a focus to our PvP. We wanted players to
experience that.
Brian: As
far as end game content goes, we don’t want to force players
down a certain route in our game. You’ll be receiving
benefits and rewards from PvP and PvE that are pretty much the same. By
doing that, we allow players to transfer back and forth a little bit
easier between the two playstyles. Aion’s the type of game
where, if you don’t want to participate in PvP, you
don’t have to. But you very well can and enjoy capturing
fortresses and pwning people as well.
Lani: On
top of that, you might be engaging in combat within the Abyss against
the opposing player faction when a giant battleship comes out of
nowhere and drops a whole legion of the Balaur. Then you’ll
have to figure out if they’re fighting you, your enemy, or
everybody at once.
While you’re playing, you can really see that shift when both
player factions decide that they should put aside their difference,
kick the Balaur’s butts, then go back to fighting. And this
all happens without any talking actually going on!
It’s actually really interesting – socially
– when that happens.
Brian: You’ll
see some unspoken truces, that’s for sure.
Ten Ton Hammer: How do
polymorph and “the tree” spell work into the lore
of the game?
Lani: There
are actually quite a few quests that we showed at GDC that had the
polymorph spell implemented into them. There are actually a number of
instances where you can use that particular spell and have it help you
complete a certain mission without drawing attention to yourself.
At GDC we showed some instances of where you were polymorphed into a
parrot, and then you could sneak onto a pirate ship and go unnoticed.
Brian: In
terms of roleplay-ability, I mean Rangers can polymorph into things to
move faster on the ground. Some of the later skills you get from PvP
will actually allow you to polymorph into a raid boss, and there are
some pretty sweet YouTube videos up covering that one.
Ten Ton Hammer: Is there
a war in the office? Do the various NCsoft employees play on the
separate factions?
Lani: Yes.
Absolutely.
It’s funny, because I started out actually playing Elyos,
because I thought I was going to go Asmodian at the launch of the game.
The story now is so rich in the game – you spend the first
ten levels learning about your factions history, and you become
connected to that.
Now I think it would be very hard to tear me away from the Elyos. I
might eventually give the Asmodians a chance, but we have in-office
arguments about it all the time.
Brian:
Anybody that plays Asmodian, I think, is just a little bit too angry.
*laughs*
Ten Ton Hammer: Will the
North American and European version of the game be up-to-date with the
Korean version when the game launches?
Brian:
It’s our goal to be as close as possible. We’re not
sure exactly where our release version will be compared to the Korean
version, simply because we’re not there yet.
Everyone asks me that question, and I think it’s really
beneficial for us to be as close as possible. It’s just
easier to manage the databases and all that stuff. At the same time,
there will be some delay due to localization.
That’s one of the things we wanted to improve on with Aion
and really with all of our global releases.
Ten Ton Hammer: In other
games, like World of Warcraft, the quests are very repetitive. An
example would be to kill X monsters. Will there be a variety of quests
with different activities for players to complete in Aion?
Lani: We
certainly have those “standard” quests in Aion,
where you go and collect certain things. That said, they’re
typically relevant to the area that you’re in.
But then we have our campaign quests, and that’s really where
the overarching storyline comes in. Those quests will move with you
through level 1-50, and those quests aren’t necessarily about
“killing ten rats” or that sort of thing.
Brian: And
we really try to bring story into it to differentiate and add some
variability to the quests. The cut scenes really help draw you into the
quests. Rather than being bombarded with walls of text,
you’ll see your character in a cut scene, interacting, and it
will help draw you into that particular quest, even if that quest is to
kill X monsters.
So, yes! We have lots of game mechanics and ways to spice up the
quests. Almost every quest has a new ability or item associated with
it. I mean, we have a quest where you turn into a parrot!
Lani: And
for myself, I’m the type of player that doesn’t
want to go talk to this NPC than that NPC. But I’m finding
that the writing in the game is so well done, especially with our humor
writers that are working on the text. If you’re the type of
player that likes reading the text, I think you’ll find it
very rewarding.
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