Asheron's Call 2 Interview
Part 1
Logan
Horsford , 2002-06-07
Asheron's Call 2 is the Sequel
to the very popular MMORPG Asheron's Call. It continues the
saga in the fantasy world of Dereth, yet many generations
in the future. AC2 features the Turbine 2.0 engine which produces
impressively realistic outdoor graphics.
RPGDot: What is your name and job title please?
Judith: Judith Hoffman, Executive Producer of AC2
RPGDot: In order to get a first person point of view in
AC1, one had to juggle around the keys and kind of 'make it
work'. Is first person point of view fully supported in AC2?
Judith: Yes, there is a built in "first person
view" option in AC2. No more juggling to get the view
you want.
RPGDot: From the FAQ: " How customizable is the UI?
Most UI elements can be repositioned anywhere on the screen.
Many can be resized to your liking." If we dislike any
of the elements on the screen, do we have the ability to alter
their darkness (turning them clear if desired) ala DAOC or
rid ourselves entirely of any/all of them?
Judith: Some elements of the UI can be toggled on
or off, and most others can be rearranged on the screen to
suit your preferences. In addition, if you are one of those
players who prefers a completely clutter free experience you
can hide the entire UI.
RPGDot: Are all of the keys remappable or are there 'fixed
keys' (ala AO)?
Judith: There are a few assigned hotkeys, but the
majority are fully mapable.
RPGDot: What things are being done to help the newbie?
A tutorial like Everquest use to have, etc?
Judith: Characters starting AC2 will find themselves
in a tutorial dungeon that will help them acquire all the
skills they need to survive in the dangerous world outside.
RPGDot: How many face models are there for each race (not
counting the hair)?
Judith: We have six or seven face models for each
race, each one of which can be modified by choosing among
dozens of styles of hair, beards, etc. The total number of
appearances a player can generate goes into the hundreds.
RPGDot: Are there NPCs to interact with? If so, how varied
are they?
Judith: AC2 is revolutionary in that there are no
true NPCs in the game. Since the game world has recently been
devastated and has only recently recovered enough to support
adventurers again, there is no place for NPCs to come from!
Players will explore, fight, build, and quest by working together
and gathering clues from rediscovered relics, talkative monsters,
and many other sources that you'll have to see to believe.
RPGDot: How many character models will there be for release?
Judith: AC2 will allow you to customize almost all
aspects of your character. Height, build, and many other appearance
options are variable, resulting in literally hundreds of different
possible looks.
RPGDot: In both AC1 and DAOC, a 'town' consisted of nothing
more than a half dozen (or less) buildings tossed together.
Can you describe the average 'town' in AC2? How will it be
different?
Judith: Well to start with, all the towns will be
destroyed! If players want to transform the landscape from
ruins to metropolis they'll have to work together to rebuild
the once proud cities. How big the towns get depends on what
our players choose to do.
RPGDot: 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?
Judith: There is no reputation system, nor a bounty
system. However, once a player reaches a certain level they
may choose to join a faction, which will open up many exciting
faction versus faction options.
RPGDot: Are there classes? If so, are they the standard fare
(warrior, rogue, healer, nuker)?
Judith: There are no classes as such. Each of the
three races can develop their combat skills in melee, missile,
and magic. Everyone starts with the equipment necessary for
each skill, and which way you choose to develop your player
is up to you. In addition, there are skill trees that players
can take advantage of to enhance their chosen style of play,
but since these are highly changeable we don't consider them
classes.
RPGDot: Is there a ceiling in place on skills, so I cannot
become the "best at everything" and have very real
trade offs to choose? [I believe that any system which grants
xps for killing monsters and from those xps gained allows
one to gain skills is a level based system (rather than a
pure skill based system as in UO) - just so that I can define
what I am talking about in this question:] What is being done
to move us from the widely perceived 'leveling treadmill'
that most games (AO, AC, EQ, DAOC) embrace?
Judith: Experience in AC2 is applied towards skills,
but because player levels will be capped, each person will
be working with a finite amount of experience. This will force
players to make choices and tradeoffs. Because you can choose
different combat styles, you can choose what you want to excel
in and what you want to have as supplemental skills.
RPGDot: 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.] Or are high levels virtually immune to low level damage
(ala EQ)?
Judith: Critical hits exist in AC2, but nothing as
dramatic as you describe. If you are a lower level character,
it will be very difficult for you to score damage against
an extremely high level opponent.
RPGDot: 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.
Judith: The AC2 craft system is completely independent
of the combat skill system. The way you advance in crafting
is by using your crafting skills, not by going out and killing
monsters. On the other hand, killing monsters can definitely
help you find items and that will improve your craft skills.
RPGDot: Will PC tradesmen be forced to compete with NPC
merchants?
Judith: There are no NPC merchants in AC2 at launch.
Because we can easily dynamically update our world, who can
say what the future may bring.
RPGDot: From the FAQ: " Items may be won in combat
from the many dangerous creatures roaming the land. They may
also be created by characters who develop their crafting skills."
It appears that PC craftsmen will be in competition with monster
dropped items. What is being done to make the tradeskills
worth doing, or are they merely a time sink/money sink/window
dressing/hobby of the rich?
Judith: Crafted items will be a cut above the standard
items you find on the monsters you are fighting. Many of the
creatures in Dereth are merely carrying relics of the past,
while the returning heroes of Dereth will be able to create
items that both the common adventurer, and the leaders of
factions, will prize. The craft system will have many gradations,
allowing for the casual player with little to no interest
in crafting to gain rewards, while also providing interesting
challenges for the truly hard core crafter.
RPGDot: Player housing seems to fall into one of these
categories -which most closely matches AC2 housing?
* Preplaced, can't be owned.
* Preplaced, can be bought or rented, already furnished.
* Preplaced, can be bought or rented, can be furnished.
* Predefined structures can be built only on preselected sites.
* Predefined structures can be built anywhere.
* Custom built structures can be built anywhere.
Judith: The world that the player is entering in AC2
has been destroyed, so at first there will not be any housing
in the post-apocalyptic environment. The basic answer is that
Player owned housing will not be in AC2 at launch.
RPGDot: From the FAQ: " A patron can only acquire
a certain amount of allegiance-granted XP per level."
Clearly, in order to be seen as worthwhile, the percentage
would have to be fairly decent. If only (for example) five
percent of ones xps per level were able to be gained in this
way, players would be less motivated for active recruitment.
Can you give us an idea of what sort of percentage of xp per
level the team is looking at?
Judith: We capped this in order to prevent the phenomena
of players leveling entirely due to experience passed on to
them by their allegiance members. To make each level a true
challenge a significant portion of the experience earned must
come from the players own effort. At the same time, putting
too small of a cap on the amount of experience that can be
passed on through an allegiance will discourage people from
allying with each other. This is such a sensitive area that
we are still tweaking it, and won't settle on a final number
till we see how the beta goes.
RPGDot: 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)?
Judith: A long time. To visit every part of Dereth
would take days of real time, at the very least.
RPGDot: Could I even do so? Might I need to build a city,
then build a ship, then cross an ocean, etc...
Judith: No need to rebuild civilization to go on a
trip. Your legs should suffice to get you from place to place,
and if you tire you can always turn to the portals that connect
to even the most distant areas of the world. You also can
use portals to move between the three continents in the world. Next Page This is how we rate |