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Gamespy has also published a Middle Earth Online interview with Vivendi's vice president Vijay Lakshman. Let us cite a portion here:
GameSpy: Talk about the combat system. Can players role-play their characters in a non-violent manner? Is combat essential to the progression of a character?
Vijay Lakshman: In our design sessions we constantly challenged each other to think outside the box. Because of latency issues MMORPGs for the most part have pretty static combat models. Personally, I find that boring. We've come up with something that challenges the player by making them a strategic decision maker throughout the combat process. I think our system will allow players feel like they won a fight, not because the 'numbers' were on their side, but because they made the right tactical decisions using the skills and advantages their character has. After all, that's how fighters in the real world win, isn't it?
In terms of combat being 'essential,' we established a clear design goal that there would be multiple ways for a player to advance. Crafters, traders, and other non-combat characters still needed a system whereby they could rise to be powerful and respected. I don't want to give away too many details, but it suffices to say that we will be supporting a robust model for both combat and non-combat advancement. Non-combat advancement is something many current MMORPGs are lacking. There are exceptions to this rule (like A Tale in the Desert, where combat is totally absent), but I really think that for roleplaying purposes the focus on combat is not the right thing to do. Let's hope MEO keeps its promise. |
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