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After some android hunting in Arnika *g*, I spotted a new Black Moon Chronicles Q&A at RPGVault. They talked to Senior Designer Jean Carrières about various design aspects of the game:
Jonric: With respect to designing an online world, what do you consider the primary advantages of starting with the established Black Moon Chronicles property as a foundation? And are there any major disadvantages?
Jean Carrières: Black Moon Chronicles features a world that is very dark and action oriented. This is something we have great experience with, having worked on The 4th Coming, and we felt we'd be right at home turning Black Moon Chronicles into an MMORPG. Also, the four major factions from the graphic novels (Empire, Light, Justice, and the Black Moon itself) all have diverse and highly entertaining relationships, and are simply perfect when trying to create micro-communities within a larger community. Newbies start in one of those factions, completely safe from any player-killing, and can make friends with other people from their faction before adventuring out into the world. In most other online games, you literally start the game all alone and have to figure out who's on your side the hard way (by dying repeatedly). In Winds of War, we've made sure you could start the game and know who your friends were right away.
There haven't been any real disadvantages working with Black Moon Chronicles. We're very enthusiastic about the graphic novels and many among us had read them a long time before we learned we had the license. It was a thrill to learn we'd be working on such a well-known series (mostly well known in Europe and in Quebec). The author (François Froideval) visited us last September and gave us his complete approval, without reservations. He's been great to work with. Having worked on other licensed intellectual properties in the past, I've found Black Moon Chronicles to be the easiest to work with. |
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