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Dragon Empires Interview

Logan Horsford , 2002-05-28

RPGDot: Will you have item degradation?

Yes, without it the economy would suffer catastrophic inflation pretty quickly.

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RPGDot: What features will be coded into the game to allow guilds to be more than just 'glorified chat channels'? (IE guild management tools)

Peter Tyson: Email, message boards, chat channels, notices, guild houses, rosters etc. We aim to take a lot of what people do on the web and allow people to do it in game so they don't have to split their time between administration and playing.

RPGDot: 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?

Peter Tyson: Our city ownership and economy models will drive many interesting and intriguing interactions between players. This coupled with a skill system (and a lot of skills!) means there's a lot you can physically do in the game. Trades are also fully fleshed out and not pointless time and money sinks and we have removed the tedium by automating many manufacturing processes. All of this gives you the chance to explore a game where you can spend months fighting for your clan and then switch to almost a whole new game by getting involved with trade and crafts.

I'm most excited about the way city ownership works. You can choose to support or undermine other cities and your standing with others guilds and the players' matters. If you fail to have at least some support chances are you won't own your city for long. There's room for all sorts of conniving, especially because the world of the clan and guild intersects with the world of the trader and craftsman in potentially conflicting ways.

RPGDot: If someone was to stand on top of a wall and shot a deer, would the deer a) teleport up onto the wall with the person (as in EQ), b) strike the person from where the deer is (ignoring the wall as in AO)? C) run off? In other words, would fortifications have any real effect on NPC's?

Peter Tyson: The deer would try and get to the player. If it got wounded too badly it might get scared and run away. Chances are if it couldn't get to the player it would try and run. Just as well some skills will let players do something about that ;)

RPGDot: Several years ago, games like Tomb Raider introduced us to underwater adventures. Three years ago, Everquest had underwater adventures (including sea wrecks, an underwater dungeon, etc). Dragon Empires seems to be set on several islands surrounded by a substantial amount of ocean. Can you tell us what advances over the current games Dragon Empires will take us to in terms of underwater combat, underwater adventures, underwater dungeons, etc?

Peter Tyson: No current plans for underwater combat. The land is huge enough without diving into the sea as well! It may be something we introduce in the future.

RPGDot: In Dark Ages of Camelot, another game which has level based PvP, they have several 'keeps' which can be battled over, held for a time, etc. Sadly, it really doesn't make any difference in terms of game mechanics if your side has all of the keeps or none. In Dragon Empires, what is being done to make combat really *matter*? (IE will keeps control resources which could not be gotten without controlling that keep, etc or is it merely another type of 'capture the flag'?)

Peter Tyson: Controlling cities is important. The ruling guild will earn tax revenue and status through city ownership. But to have a successful city the guild must work to protect it. It must work to protect trade routes so that players can bring in resources. It will need to attract hard working player manufacturers to the city and it will need to keep the Dragon and other guilds happy. If it fails, the unstable city will be challenged by other clans eager to take control themselves.

On a grander scale the changing political map of city ownership will change the feel of the world. If notoriously violent clans own border cities and nip over to another empire to wreck havoc perhaps the other cities will see much-needed trade fall and their own wealth falter. Perhaps then it is time to work together to undermine those rogue cities...

RPGDot: In Anarchy Online, they presented a 3D world that was actually 2D. In order to go into a house/shop, one would 'zone' into it. In Everquest, one could run up several flights of stairs and (if desired) jump out of the window. Which way will Dragon Empires go? (IE are houses/shops, etc actually separate zones?)

Peter Tyson: You will only have to zone to your own house and into dungeons. All other buildings and areas will be seamless. From standing at the top of a mountain you can walk to the bottom of a valley, to a distant city and then into a shop. Perhaps you'll see the peaks of that mountain out the window.

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RPGDot: In Dark Ages of Camelot, one could not use siege equipment against anything but doors. Parts of siege equipment could literally be carried about by a character. Once siege equipment was set up, it quickly rotted. Will Dragon Empires have siege equipment? Will I be able to fit it in my back pocket? Will I be able to shoot say burning pitch at my enemies as they did in the dramatic opening battle of the movie 'Gladiator'?

Peter Tyson: Sieges aren't a part of Dragon Empires. City capturing will be completed through other means (but still involve combat of some kind).

RPGDot: In Anarchy Online, Dark Ages of Camelot and Scars of Luclin, much of the terrain is very dull - best described as 'hills', 'forest', 'plains' or (just for a change) 'forested hills'. Very dull indeed. In Dragon Empires, would you be able to throw an experienced player into the world and have him know where he is at very quickly? (IE is the terrain unique enough that there are landmarks scattered all over the place as opposed to the bland computer generated crap mentioned in the other three games?)

Peter Tyson: The terrain is very unique. You can walk from a sandy beach to the top of a mountain and see the terrain change from lush, dense jungle to alpine pines to desolate scrub (if the peak is high enough!). Of course, this all changes depending on what climate zone you're in, so areas are identifiable. Check our web page's screenshot section for some examples of the terrain.

RPGDot: Can I sail a ship?

Peter Tyson: Right now ships are not a priority for release but they may make an appearance in the future.

RPGDot: If there are no ships and this is an island game, will attackers need to swim to their objective?

Peter Tyson: While we have islands bodies of water don't separate the empires themselves. It is possible to walk from one end of the land to the other and keep your feet dry.

RPGDot: Is there a penalty for dying? What happens when I die?

Peter Tyson: Not necessarily, but death will likely result in some equipment or inventory loss. You will probably be transported back to your hometown depending on where your house is and what cities are under siege.

RPGDot: This seems a bit vague - can you elaborate for us?

Peter Tyson: Not right now sorry ;). We have some fun plans we can't tell you about!

RPGDot: Is archery in the game?

Peter Tyson: Yes, archery and the skills to support archery are in the game.

RPGDot: Is archery a *viable* form of combat?

Peter Tyson: Indeed it is. Right now it's too viable! O the devs I have taken down with my trusty bow! We are very keen to balance magical, ranged and melee combat so one side doesn't feel it's getting the short end of the straw. Also, being a skill-based game it will be possible for everyone to take up a bow if they so choose.

RPGDot: What is the most important thing you've learned from the failures and shortcomings of other MMOLG's?

Peter Tyson: Try not to punish players too harshly for making a mistake. Let everyone enjoy your game, from the casual player with only half an hour to spare to the hard core. Make combat between players meaningful and have an impact on the world.

RPGDot: To get our readers a bit into the 'business angle' of the MMOLG - what was the biggest hurdle you believe new designers have to hurdle when pitching the game to a producer?

Peter Tyson: Cost! The cost of designing and developing these massive games, added to the cost of the testing, then the cost of going live and ongoing customer support cost is huge. Once (if!) this is overcome you're away laughing.

RPGDot: Any additional comments you would like to add?

Peter Tyson: Not right now :)

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