One of the coolest benefits of being a
Ten Ton Hammer
Premium member is that every once in a while you get to ask
the devs of your favorite MMOGs questions about their games. This week
The Secret World
fans are in for a treat. We spoke with Ragnar Tørnquist, Creative
Director and Senior Producer at Funcom for
The Secret World
and asked him
your
questions. Ragnar graciously obliged.
Metal asks: What kind of
death penalty will The Secret
World have?
Ragnar Tørnquist:
We don't want to mete out too much punishment willy nilly. Taking risks
is part of the fun of playing. Dying - or, well, not dying; we don't
have actual 'death' in
The
Secret World - is going to be an inconvenience, sure, but
I wouldn't call it penalty. Whatever happens it's going to be closely
connected to our lore and setting, and it's going to make sense and
feel fair. Players will be able to jump right back in and join the
action.
Metal asks: Taking into
account that there are demons in The
Secret World, does this mean that hell and heaven exist in
the game?
Ragnar: Yes
and no. Our philosophy is to be as inclusive as possible regarding all
religions, to make room for any kind of interpretation based on world
view - religious or secular. The mythical and spiritual elements of
The Secret World
are quite agnostic...as far as that's possible. Yes, we make references
to hell (and heaven) but we don't make any definite statements or lock
ourselves into a single world view. It's a balancing act, but one
that's important in order to preserve the mysteries of
The Secret World -
as well as the real world. Do you really, really want to know the
capital-T Truth? Thought not.
Combat in the shipward of
The Secret World
Metal asks: Can you tell
us more about crafting in The Secret World?
Ragnar: No.
Not yet, at least!
Rocqu asks: What is in The Secret World to
help promote player community? (For example: player housing, guild
halls, in-game Facebooking, choke points (places lots of people have to
go to to get something done in game), raid systems?)
Ragnar:
We've already mentioned the hub cities which are going to focus on the
social and communal aspects of the game. Aside from that, we'll have
plenty of features that promote the community - some obvious, some not
so much - but we're not quite ready to announce what those are quite
yet.
OneEyeRed asks: What are
you going to do to break the traditional 15-year-old mold and format
for MMO gaming? (For instance, the constant "Oh, it's a new NPC with
another twenty quests" dilemma.) Someone needs to break this tired
format and offer something different. I really want to get excited
about TSW but the genre has made me leery.
Ragnar: Is
that a question or are you just venting? I hear you! We hope we can
provide something a little different, and we're striving to make
changes where we feel the genre could benefit from a change - like the
role-playing system, how missions are presented, the mix of different
types of gameplay, and so on.
OneEyeRed asks: Could you
go over how combat works to some extent for us?
Ragnar: In
detail - no. But we've already talked about how players can equip seven
active powers and seven passive powers before heading out to do
missions and fight monsters, and that choice - from hundreds of
available powers - is really the driving force behind the combat. The
mix of powers, both actives and passives, and the powers equipped by
your team mates, is key, and these powers are designed to work together
to create powerful 'combos'. This makes the system really unique and a
ton of fun to play. Also, since we don't have classes in
The Secret World,
you can buy and equip any powers you want, creating a totally unique
hybrid character - if that's what you want - or a super focused one if
you prefer to play an archetype like healer or tank. For example. It's
a very flexible and very deep system that will hopefully keep players
engaged for a long, long time.
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