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Ages of Athiria Interview at Gamespy

(PC: MMORPG) | Posted by Rendelius @ Tuesday - January 15, 2002 - 14:01 -
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Yet another MMORPG? Not, according to Tom W. Desanctis from Elysian Online, makers of Ages of Athiria. He was partner in an interview at Gamespy. Here's a large bit about the skills system:

    GameSpy: The skill system won't be class or level based, but rather skill based. How many different skills will there be (break them up into categories)

    Tom W DeSanctis: While the entire skill system is not completely designed, we have laid down the foundation and drafted a preliminary listing of over 200 skills. Our skills are grouped into knowledge bases. One must first have the knowledge to be able to use a skill to some degree. Knowledge is gained during observation of someone more skillful, through books, through spells and through various quests in the game. All knowledge does is enable you to use skills that belong to that knowledge group. Just because I have knowledge of what the general process is to make chain mail, doesn't mean that I can sit down and perform the skill of chain mail crafting to any reasonable degree. Players will find that general knowledge of all knowledge groups will come pretty easily through other player observation (i.e. automatically as they play the game) or readily available books/quests. Specialized knowledge, however, will need to be specifically sought out by the player.

    Skills become accessible to the player once they have the requisite knowledge level. This gives the skill tree a decided RTS type advancement feeling. As players discover books, complete quests and gain the knowledge of skills, they become able to use that knowledge in game through those skills. Skill gain is on a bell curve. If you practice things that are too easy for you, then there is little skill gain. If you somehow pull off something that is too much for your skill level, then the gain is considered to be the end result and little in the way of skill gain occurs. Practice something that you're good at but not quite perfect at and you will gain the most skill gain. If you're only capable of crafting an iron broad sword, then you probably shouldn't try a alloy-reinforced sword of dragon slaying as a means for skill gain. *chuckle* Conversely, making dull practice weapons for your city's military is not the way to perfect your art either. Using a bell curve prevents beginning players from making ultra powerful items and helps keep the market segmented properly for newer artisans that play the game later in its life-cycle.

    Our staff can introduce new skills into the game by burying a book deep in a dungeon that gives a hint (i.e. knowledge) of some ancient forgotten technique that could then be used by a player or a city to accomplish its goals. Consider the ramifications of player-run cities hoarding knowledge as if it were as valuable as currency. Similarly, the skilled artisan is both an asset to a city and a possible source of advantage to an enemy. Our skill system is defined the way it is to facilitate knowledge having meaning, value and a purpose to players and cities in Athiria.
 
 
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