Since the birth of the massively multiplayer online game, developers
across the globe have explored different variations on that theme.
While some continue to strive towards that classic
“massive” model, others are doing things a bit
differently, introducing player-filled hubs but allowing players to
experience the content in their game through instances and in much
smaller groups.
This is the case in
Mytheon,
an upcoming online action game where thousands of players can
congregate in centralized hubs, but only a small group can actually be
in the same dungeon. This upcoming fantasy-based action title is being
published by True Games Interactive, which many Ten Ton Hammer readers
may be familiar with thanks to titles like Warrior Epic. Recently, the
crew at Ten Ton Hammer sat down with
Mytheon’s
lead designer, Chris Rubyor, to talk about his feature title.
Ten Ton Hammer: Your
official site features a pretty prominent display of Poseidon (or
Neptune, depending on your favored mythology). What can you tell us
about some of the interaction with gods we’ll find in Mytheon? Is it
simply about kicking the crap out of them, or are we going further than
that?
Chris Rubyor:
In short, The Fates have determined that man is ready to take control
of his own destiny. They've given man the power to challenge the gods
outright, and that's where these power stones come into play. The
player sets out on journey to collect these power stones which will be
used to kick some godly butt: Zeus, Poseidon, Hephaestus, Hades, and
more.
At launch,
Mytheon
is all about challenging the Greek and Egyptian pantheons.
Ten Ton Hammer: With the
expanding of the game, are you looking at other pantheons that you
might explore? Everyone loves the Norse pantheon...
Rubyor: I
can tell you that the core design behind
Mytheon was built
in such a way to seamlessly integrate new pantheons.
Ten Ton Hammer: Character
creation is a huge part of the MMO gaming process. Should we expect a
cut-and-dry system – pick a race and/or class and
that’s it – or something more in-depth?
Rubyor: We
do have a character customization system: Players will be able to
choose different hair styles, different facial expressions, different
accessory types, etc. But for the most part, it is very streamlined.
Once inside the game we will potentially support additional vanity
options via micro-transactions for players to further enhance their
look and develop a unique presence from other players in the game.
Ten Ton Hammer: Are the
characters going to advance in their looks as they progress?
New armor types and clothes and that sort of thing?
Rubyor: Mytheon will offer
players a plethora of unique items that will make their characters
stand out.
Ten Ton Hammer: Would you
say Mytheon
is a gear-based game?
Rubyor: Sure,
but gear in
Mytheon
really compliments the power stone gameplay. You'll pick up things that
might increase the duration of the creatures that you summon onto the
battlefield or perhaps it improves the run speed of those creatures. We
always say gameplay in
Mytheon
is all about the stones. The types of items and gear in our game should
make for a really fun and engaging experience for the player.
Ten Ton Hammer: Can you
talk in-depth about the power stone gaming? How does that work with the
online gaming portion?
Rubyor: We
believe
Mytheon
will offer a very unique experience as it combines action, strategy and
RPG with a highly addictive collectability element. (Power stones)
There will be hundreds of different types of these stones in game, and
collecting them will be paramount to your struggle. Power stones
contain the essence of many powerful beings and earthly elements.
From our perspective
Mytheon
isn't a classic MMORPG. We see
Mytheon
as an online action game where thousands of players can group up and
adventure. Our world is not open like WoW.
Ten Ton Hammer: So it's
more like what we've seen out of Guild Wars or Warrior Epic?
Rubyor: Along
those lines. It has some similarity to Guild Wars, and it also has some
Diablo type skill to it as well, yet it's very unique as a whole.
Ten Ton Hammer: Back to
the power stones...
Rubyor: Power
stones are essentially a combination of spells, creatures, and cool
structures. From a back-story perspective, I already mentioned that the
Sisters of Fate gave humans these stones, which contain the essence of
many mythological creatures including: Gorgons, Cyclops, Cerberus,
Disciples of Anubis and many more.
As players build up their stone libraries, they have to pick what
stones they want to use at a particular time.. The stones you select
are the stones that you're going to bring with you into tactical
combat.
The stones and the mobs have a unique "rock paper scissors" element
them. Players will encounter monsters that may be really tough for
their particular deck. So they will have to reassess their stones and
figure out if they need to change up their deck.
The strategy in the game is very simple. Basically, you have attackers,
defenders, and ranged creatures. For example, using an Ice Archer stone
in tactical combat will allow the player to dramatically slow enemy
movement for a limited duration. Now team that Ice Archer up with an
Arrow Volley Tower stone, and you’ll be able to slow the
enemy pummel them into oblivion.
The gameplay is very fun and offers players a very unique and
challenging experience.
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