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Shift.com has published an interview with Ragnar Tørnquist, game designer for Midgard, Funcom's next entry into the MMORPG scene. Here's something about some interesting design ideas in that upcoming game:
S: You've said in interviews that Midgard is different than other massively-multiplayer online games. In what way is it different?
RT: It is different because it's not based on the traditional level/loot cycle that you have in EverQuest and to some degree in Anarchy Online as well, where the point is in building your own character. In Midgard you have that, but you also have the village concept, in which it will be advantageous for every player to join a village, to build that village, to gain political status within that village and to devote resources and time to a community.
You do have a community in EverQuest and Anarchy Online, but the community exists as a tool for you to kill the harder monsters or get more loot or get into dungeons. Well, in Midgard, the point of the community is to build a strong village, to actually see something evolve to get bigger buildings, more land area, more control. In that sense, it's very different. And also, it's not profession based -- I mean, you can switch from being a blacksmith to being a hunter and then maybe be a Shaman. Players will actually be able to be fully proficient in a lot of different classes/professions. | Source: RPGVault |
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