David Allen was the driving
force behind Horizons, is the co-founder of QOL (Quest Online, LLC),
and is on a mission to spread the word about his latest endeavor, Alganon.
For every player that's complained about games not having enough depth
of meaning, being forced to fulfill the same party role day after day,
or wants a chance for their name to forever live on in a game's
history, it's time to listen up. Eric "Dalmarus" Campbell sat down with
David and Alganon
Lead Designer, Hue Henry, to get the latest scoop on
this ambitious new title.
Ten Ton
Hammmer:
For
some of the readers that may not be familiar with Alganon
can you give
us the basis of the game and some of the lore behind it?
David:
The thing that made
Alganon
different from the other games is it was
built around a world run by deities. I wanted to have large-scale
interaction at some point in the game to where you were part of a world
that was a living, breathing world that had these majestic deities that
oversaw a certain domain, they fought amongst themselves, they had
followers.
So the lore behind
Alganon
is really deity based with a lot of history.
If you go on the website and
read
the
history of the game, you can see
it goes back quite a bit. There are wars, we have how the races were
born, how they're intertwined, and how they followed the deities.
I wanted to create a foundation that served as a rich playing field
because my original goal with
Alganon
was to have it so deities would
actually appear in the world even as themselves, controlled by high
level CS GMs. So you could be walking through the forest and suddenly
Triatia would be 15 or 20 feet tall, and appear before you, and be
like, "I have a mission for you!” You know, that sort of cool
interaction because then that person could be, "Oh my god! I just saw
Triatia!” Then once we get the Library to the point that we
want it to be, which will also serve as a news center in addition to an
information repository, then those stories could propagate.
Plus, domains also are supposed to be under the control of specific
deities. So if you're a patron of Deity A and you entered a domain
controlled by Deity B, you may have some weirdness going on. You may
have some automatic deficiencies; it may be a little harder to fight.
It would put you at a slight disadvantage more than anything else, but
then you would have people that would rally around their patronage and
their deities and that sort of thing.
Alganon
is 100% original IP and that actually gave us a lot of wiggle
room for what we could do. Our goal was to create a living, breathing
world, to where if you chose one side or the other, there was a reason
for it and there were connections. In
Alganon,
there are deities
associated with the races, there are reasons behind your participation,
there's history to it as far as where your race comes from, what your
obligations are, who your enemies are.
Alganon
really was a lore-based
game as a whole.
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