The
Secret World is slowly
becoming less and less of a secret. Ten Ton
Hammer got a closer look at the story surrounding the New England port
of Kingsmouth at GDC 2011, but this tribute to the legendary
novelist’s ruminations on dysfunctional small town Maine was
just the tip of Funcom’s offerings at GDC 2011. Senior
Producer Ragnar Tørnquist
and Lead Designers Martin
Bruusgaard and Joel Bylos lead us further past the veil, showing us
character progression and the skill wheel (for the first time ever) and
an exclusive glimpse at three storied locations that will be used for
PvP matches.
Better yet, we caught it all on video – about 25 minutes
worth spread over three videos (missions: 15 min., progression: 5 min.,
PvP: 5 min) - interleaved with plenty of great developer commentary. If
you’re fairly up to date on
The Secret World,
you might want
to skip to Part 2 (but come back for the visuals!). If you’re
at work or not one to sit through the footage, we’ve provided
an executive summary of sorts on the next three pages that should give
you all the talking points.
Part
1: Intro, Kingsmouth, and the Missions System
Senior Producer Ragnar Tørnquist made it clear
he’s out to produce a true MMO at GDC 2011. Eschewing what we
might call “Massively Asynchronous” games as
opposed to “Massively Multiplayer” games
–
The Secret World
seeks to create an active, sociable tale in every sense of the word.
Ragnar summarized his goals in describing the “four
pillars” of The Secret World:
- A true MMORPG experience
– “This is an MMO story in every sense of the
word.” Though soloing is viable, the
game’s story will be primarily told through gameplay and
world events.
- Freeform character
progression – Templates – equivalent to a TCG
starter deck or the “auto level up” in an RPG, will
be available, but players can mix and match their magic, ranged, and
melee skills with absolute freedom, should they wish to.
- The Secret War –
Faction battles will heat up in predetermined settings and rulesets as
determined by the fictional Council of Venice, but indirect PvP
– society tasks, including diplomatic maneuvers, espionage,
backstabbing, and sabotage – will be an ongoing
thing.
- A modern day setting where
everything is true – Seoul, London, New York, Transylvania,
the Himalayas… every setting in-game roughly mirrors its
modern day counterpart, and the mythos and conspiracy theory used in
the game are culled from real-world history.
Lead Content Designer Joel Bylos took us into Kingsmouth for a look at
some early missions and bosses. First, he pointed out the Tier system,
which saves your progress in an area (not just on a mission basis)
should you wish to leave and come back. Leaping atop a car, he noted
that
The
Secret World has the
obligatory car alarm attracts zombies reference, explaining this also
serves to repopulate area. Tipping over a gas can to start a fire, Joel
noted that states such as fire can be used and exploited by players.
Leading zombies through the fire killed them off far more quickly.
Several cutscenes told the story of Kingsmouth, one through Andy
– a policeman with “daddy issues.”
Venturing onward, Joel told us of Kingsmouth’s
“zombie ecology” – Zombie females create
pods, males incubate them, the pods hatch, and zombie invasions happen.
Interrupting any part of this chain allows the few humans left inside
Kingsmouth a breather.
Next up was another bossfight – this one was actually
controlling zombies so it went a little rougher. Off camera, Joel
hinted at investigation missions – open world puzzlers that
require players to use their brains (and Google saavy) to work their
way through short mysteries. Finally, Joel gave us a glimpse behind the
link between ravens and revenants leading up to last year’s
“playground” trailer.
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