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Wish Interview
Wouter "Hyrrix" Ryckbosch, 2003-07-22


 

Wish is an upcoming mmorpg currently in development at Mutable Realms. They call the project an ultra-massive multiplayer RPG, because of the size of the world and the large number of players that should be able to log in on the same world together. Set in a medieval fantasy world, the game focuses mostly on questing and little on PvP. Dave Rickey, the lead game designer of Wish, took the time to answer our questions concerning Wish.

 

MMORPGDot: It seems like every developer studio out there wants to make a mmorpg all of a sudden. However, we all know that ambitions and ideas alone don't make for a good game, experience in creating large-scale network systems is very important. Whereas we see that games like Shadowbane suffer from great lag and performance issues, Mutable Realms promise to offer place for ten thousands of people in one single persistant world. Where did you get the experience to deal with all this and what is ZeroC?

Dave Rickey: Personally, I worked on EverQuest in a minor capacity and as a world builder and designer for Dark Age of Camelot. The rest of the team is a mixture of folks from various disciplines, some of whom have worked on games and others who worked with ZeroC. ZeroC is one of our software partners which develops the Internet Communications Engine (ICE), a software library that we use for our core distributed network architecture. Our server is built on top of that to support the demands of an MMO server in a highly scalable fashion.

MMORPGDot: And what about the financial position of Mutable Realms?

Dave Rickey: Mutable Realms is privately funded by direct investment from some of the founders.  We're fully funded for the duration of the projected development cycle for Wish.

MMORPGDot: Will there be one single epic storyline in Wish, or should we expect several separate story arcs? To what extent will the storyline have an impact on the players and the player community? And the impact of the players on the storyline?
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Dave Rickey: The ongoing story of Wish is going to be what the players make of it.  The setting is roughly that civilization has recently suffered a great catastrophe, and much of the world has fallen to barbarism and chaos.  Recovering control and establishing peace and order is going to be the ongoing process by which the players shape the world.

MMORPGDot: Wish is completely skill-based, with no classes whatsoever. Will skills get better by using them or will you have to increase your skills by spending training points you receive at each level? Are all skills going to be combat-related or can we expect some other things too?

Dave Rickey: Wish has very different approaches to Combat vs. Non-combat activities, although both are based roughly on "Learn by doing".  Those skills that have a direct impact on combat are divided into groupings based on the core archetypes of fantasy (Warrior, Cleric, Mage, and Rogues), and within those groupings the player chooses what to make the focus of their character. For example, if you choose to follow the Cleric's Path, you'll have a choice of development in Blessing (buffing spells), Harming (debuffing), and Healing. Warriors will choose what options to emphasize (to make a plate-wearing brawler vs. a dodging magic-using hybrid, among many others), and so on for Mages and Rogues. No single player will be able to master all combat roles, but within the limits of the archetypes what roles your character fills will be for you to direct.

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Outside of combat (and there's a lot) the player is able to choose with little restriction from economic (lumberjacking, mining, etc.), knowledge (of weapons, creatures, etc.), or tradesman (armorcraft, weaponcraft, etc.) activities, without affecting of or dependance on their combat capability.  One key wrinkle is that there are limits to the amount of gain you can get from any particular activity (making X item, hitting Y monster, cutting Z type of wood), so you need to switch up your actions rather than just grinding through the same thing over and over again.

MMORPGDot: There are currently 7 races (Humans, Orcs, Elves, Halflings, Dwarves, Gnomes, and Cyclops) planned for Wish. What effects will the choice of race have on the character? Just different skill distribution, or will there be other special abilities that are race-specific?

Dave Rickey: This is not yet fully determined, the current thinking is that race will affect the speed with which you learn various skills or improve your stats. Dwarves may find it easier to learn smithing skills, and Elves be faster learners in the creation of magical items, just as an example.

MMORPGDot: Is there anything you could tell us yet about how the economy will work? Will there be crafting, and if so, will players have to gather their own resources?

Dave Rickey: There will definitely be a heavy emphasis on economic structures and incentives, this type of thing is an area where I have experience and I'm really looking forward to using the economy to provide greater depth of gameplay. Crafting and resource gathering will definitely be important parts of this.

MMORPGDot: Will it be possible to enjoy your time in Wish and making a character without engaging in combat? If so, could you give us an example of a non-combat related profession that you would find fun to play?
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Dave Rickey: Myself, I'm looking forward to the chance to be a Toolmaker, which will focus on apparatus of all kinds from picks and shovels through the components of magical equipment. We certainly hope to provide enough depth to the crafting and tradesman gaming style to make it worth playing Wish for these alone.

MMORPGDot: How important will Player vs Player combat be in Wish? Are you focusing mainly on large-scale PvP or on small conflicts between individual players? Will there be any form of player politics and city/keep sieges in the game?

Dave Rickey: This isn't ready for discussion of specifics yet, but PvP is definitely going to be a significant thing in Wish, significant not only in the amount of it that occurs but in the importance of the results. We believe we can structure it in such a way that although totally opt-in and not an imposition on those that choose to stay away from it, it remains attractive and significant for those that do.  Yes, that's a tall order, but we believe it can be done.

MMORPGDot: Quests are bound to be very important in Wish, with some quests reaching truly epic proportions. How do you plan to keep those quests interesting for everyone? Will we see other things than the usual "run that way" and "slay that beast" tasks? If so, could you give us an example of an interesting quest objective?
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Dave Rickey: This is an area where it's very easy to promise too much and deliver too little. We are working very hard to make Wish quests novel and interesting, but getting too specific now would be dishonest.

MMORPGDot: Is Wish mainly group oriented or will it be perfectly possible to solo throughout the game? Will it be possible to go questing with several players together, since that is a large part of the game?

Dave Rickey: Wish is intended to be very socially oriented, but through carrots rather than sticks. We're trying not to say "This is your box, here are the people that will share your box, now play *this* way."  Rather the intent is to let you make the character that appeals to you, and to make your way in the world each session in whatever way appeals to you at that time. You don't group to get faster advancement, you do it for more security and opportunity, or for friendship, or because the other player compliments your playstyle well.

We intend to make it possible for characters of radically different levels of combat power to freely adventure together, each contributing as they are able and receiving gains in accordance with their contribution. Your newbie buddy may not be able to do much more than chip off a couple of scales on the Dragon raid, but he won't feel like he wasted his time and you and your other friends won't feel like he took more than his share.

MMORPGDot: Will there be a number of rare and unique items to be found in the world of Wish so that players can go on item hunt?
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Dave Rickey: Certainly. What's the point of risking being toasted by the Dragon, if not the hope of getting lucky and using his hide to make a cool set of armor to show off?

MMORPGDot: What's the secret behind your absolutely awesome pathfinding? *g*

Dave Rickey: We have enlisted  a domain expert in pathfinding that has worked with us for over a year to integrate a cutting edge pathfinding solution with the Ice architecture. This allows out pathfinding to be done by systems that are specifically optimized for the purpose.

MMORPGDot: How do you personally see the future for mmorpg's?

Dave Rickey: I think that we're going to see increasing emphasis on the social engineering side of them, building game systems to ennable and shape the communities formed by the players. To make the actions of the players carry more of an impact on the world. Ultimately all of the art, gameplay, and technology exists to allow people to meet and do interesting things with other people, and games are going to get better and better at doing that.  Certainly the technology will continue to advance, and taking advantage of the latest gee-whiz features of sound, graphics, and connectivity will be neccessary, but that alone will not let a game find a playerbase in this increasingly competitive market.

Thanks go out to Dave and the rest of the Wish-team for giving us the opportunity to do this interview.



 
 
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