Sphere Interview
Logan,
2002-10-30
Sphere is an MMORPG in development
by Russian developer Nikita and is being published by the
also Russian publisher 1C. Our online expert Logan talked
to the producer Stepan Zotov to find out the details.
What is your name and job title please?
Stepan Zotov, producer of Sphere
Is first person point of view fully supported?
Yes. It is supported.
How customizable is the GUI? Are all of the keys remappable
or are there 'fixed keys' (ala AO)?
The keys will be remappable, though not all of them. Interface
windows cannot be moved on the screen.
What things are being done to help the newbie? A tutorial
like Everquest use to have, etc?
There will be a detailed tutorial, a website, a special
zone, where the player will get to know the main processes
he'll come across in the game (trade, magic, getting and
fulfilling a mission, teleportation). Moderators, I hope,
will help those players who find it really hard to play
the game.
How many face models are there for each race (not counting
the hair)?
Actually, there are no races as such in the game. All PCs
resemble human beings. We plan to have 10 basic models of
characters + a lot of combinations of clothes, hair, etc.
Are there NPCs to interact with? If so, how varied are they?
How many character models will there be for release?
Of course, there will be NPCs in the game to interact with.
Besides monsters there will also be totally opposite characters.
These are traders - players will buy food and weapons from
them; mages - to provide magical scrolls and potions; tavern-keepers
to sell food and let rooms; recluses and many more.
What will be done to keep 'd00dz' from banding together
into 'clans' of roaming PK'ers? What will be done for those
who don't enjoy PvP (or being stuck in the cities if they
don't want to get gacked)? What would you say to people to
rid them of the fear that the game will not become a 'gank
fest' that drove so many customers away from UO?
In the game karma changes in line with the player's actions
: A player with negative karma will regenerate on a continent
full of "bad guys", maybe worse than he is, so
it will be difficult for the player to get out of there.
But at the same time on this continent he can have real
fun, as karma there is not considerably reduced for PK.
One shouldn't forget about such players - as there are players
for whom playing against real players is one of the most
important aspects of MMORPG games. On one of the continents
we plan to unite such people according to their interests
.
Any sort of reputation system built into the game for
NPC's? PC's? Is it possible for PC's to get bounties from
a game mechanism to go hunt down other PC's who have been
naughty?
The main thing is karma mechanism that I've described above.
Bonus is all the goods left after the death of a "bad
guy". The lower karma is, the more likely the player
will loose all the staff collected.
Is the game a skill based game, and if so, is there a ceiling
in place, so I cannot become the "best at everything"
and have very real trade offs to choose?
From the very start all the characters are nearly the same.
The player can develop inside one of the 2 schools of magic
or raise his social status. Any kind of development affects
some of the character's characteristics. As the character
develops further, his potential increases. There are no
limits on the development in all the three directions, but
taking into account the constant influence of the environment
this is not the best strategy.
Can you explain this? Are you implying you will have skill
degradation?
No, of course not. There will be no skill degradation.
It is just that the player will have to spend his time and
efforts on development in three different directions simultaneously.
Of course, this will take much more time than development
in only one direction.
If the system is level based, what is being done to move
us from the widely perceived 'leveling treadmill' that most
games (AO, AC, EQ, DAOC) embrace?
We have moved away from the traditional scheme and have
introduced our own system of characteristics. Once the player's
level changes it affects several characteristics at a time
and particular capabilities of the player usually depend
on the combination of characteristics.
Is combat open ended, like I.C.E.'s system use to be? [I like
a PvP system where the uber PK stumbles on someone obviously
their inferior, and of course attacks. However due to extraordinary
luck (on the order of 1 in 10000) the newbie pierces the PKs
eye, killing the foul beast. THIS would make being a PK fun,
since you NEVER know if you have a sure win.]
The combat is not open ended. In Sphere a weak player is
weak, and a strong player is strong. Otherwise what's the
reason for the player's development? Power leveling is a
totally different thing, but this is also a totally different
story.
Besides killing people/critters, what can I do? Is the
tradeskill system window dressing or a money sink? I.E. is
the game set up so ONLY someone seriously gimped for fighting
can obtain enough skills to become a master crafter, and thus
create (notice I said create) the uber swords (etc) of the
game.
You can get a castle, for example…Though there will
be definitely a lot of competitors so you won't do without
killing monsters and people. Besides, you can look for alchemic
elements as the game has a well-developed system of alchemy.
Will PC tradesmen be forced to compete with NPC merchants?
Sure. As NPC does not offer one and the same price for
the goods to each player. Some PC traders will have an evident
advantage - they may possess some rare goods, which NPC
players will never have.
Player housing seems to fall into one of these categories
- which most closely matches your games housing?
Preset and predetermined buildings, can't be owned.
Preset and predetermined buildings, can be bought or rented,
already furnished.
Preset and predetermined buildings, can be bought or rented,
can be furnished.
Predetermined structures can be built only on preselected
sites.
Predetermined structures can be built anywhere.
Custom built structures can be built anywhere.
In the game we'll have some predetermined buildings that
can be rented, already furnished. There will also be castles,
which can be captured and protected from other players.
Assuming no mishaps with mobs or players, how long would it
take me to circumnavigate the world (if go from end to end
if the world is flat) ? Could I even do so? Might I need to
build a city, then build a ship, then cross an ocean, etc...
There will be six continents in the game (2 upon release).
To cross one continent it will take 40-50 minutes, though
to tell the truth I've never tried to cross the whole of
it at a time. But if any of the players manages to do this,
we promise that he won't feel bored.
Many games have attempted to slow their rate of level advancement
by introducing downtime. Players are very concerned about
it. In EQ, downtime was severe - up to 20 minutes. In DAOC
and AO, it is under 1 minute. I view this as an excellent
trend. If I was the most powerful fighter possible in your
game and wanted to rest after a nasty combat in which I was
nearly killed, how long would it take me to get back my full
hit points? Mana?
This depends on the player's parameters - I will be able
to say exactly when the beta testing is over, so far the
game is not yet fully balanced.
In AO, we were introduced to vehicles. These were not independent
things that could be parked, stolen, sat upon, etc - they
were very lame morphings of the character into the vehicle
(ie man becomes car). In SOL (EQ) this will be repeated. In
DAOC, their vehicles amount to buy ticket and sit on horse
till it gets to the destination (whereupon it disappears)
or jump off enroute. Will your game have vehicles?
There will be vehicles in the game. Upon release there
will most likely be boats to cross water space. But it is
too early to speak of other kinds of vehicles, as they will
be in the add-ons. We've got a lot of ideas and not that
much time, unfortunately.
Will characters be able (upon release) to make vehicles?
Enchant items?
The characters will be able to enchant items - this is
what the whole alchemy system in the game is based on. The
player gets the ingredients and then makes a magic item.
But the reaction may not always be successful, and the outcome
can be unexpected.
Will you have item degradation?
Yes. Every object in the game has its own lifetime. The
objects left on the landscape will disappear in a certain
amount of time no matter how long their lifetime is.
Will you have areas in your world which are extraordinary?
IE - Dreamscapes, floating castles, etc?
The whole game will be extraordinary. Just wait a bit and
you'll see that with your own eyes :)
What are the death penalties? Will you lose experience?
Skills? Items?
That depends on what you mean. If it is the penalty for
a murder in a safe zone, it's the penalty of the Sphere's
King - a spell with a magic effect that takes away the player's
health. After that the player becomes an easy prey for other
players.
Will there be static spawns? Static loot?
After death the player regenerates in the nearest portal,
but his karma is taken into account. If the karma is bad,
rebirth happens on the continent with satisfactory living
conditions. Of course, there will be loot.
What features will be coded into the game to allow guilds
to be more than just 'glorified chat channels'?
There are two systems in Sphere that can be described as
guilds. The first is fulfilling missions in groups. The
players make up a group to carry out a task and get bonuses.
After that the group comes apart and may get together again
to fulfill the next task. Of course, in such groups monsters
are more powerful, but bonuses are also more solid that
in one-person missions. The second system is clans that
players can make up on a permanent basis. There is special
hierarchy inside a clan. The player with a senior status
can raise and lower the players' title, take them into the
clan and expel. Players with a lower rang have fewer opportunities.
In the game there are features that can only be used by
the players making up a clan.
How will long distance travel work?
There will be a system of magical teleports. To use it
the player will have to get tokens for teleportation. Sometimes
it will be very easy, sometimes not. And of course the system
of teleports has a lot in store for the players.
One of the major problems customers face with all
released games is that of content. 2001 has a bad year for
releasing games with actual content (AO, WW2OL, DAOC) - what
can you say to reassure the nervous masses?
We'll try to avoid that. Please wait a bit and you'll see
it with your own eyes.
I am getting the impression that you are combining PVP
and a level based game - is this correct?
Yes, this is right to some extent :)
A day in Sphere |
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