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Anarchy Online: Shadowlands Interview

by Wouter 'Hyrrix' Ryckbosch, 2003-03-10


Shadowlands is the latest expansion to Funcom's SF mmorpg Anarchy Online. While Funcom recently announced a new booster for AO, a sequel to the Longest Journey and another new mmog, we had the chance to ask some questions to Jørgen Tharaldsen, Product Manager at Funcom.


RPGDot: The first weeks after the launch of Anarchy Online were quite... chaotic and disastrous, but since then a lot has changed, for the better. When you look back at it, how did things go so terribly wrong?

Jørgen Tharaldsen: Phew, that launch sure follow us like a curse. In short, launching a Massively Multiplayer Online game is a huge undertaking. We had made a lot of games before, but then the work normally ended when you launched. We were not well enough prepared, and as such I think we have served as a warning for everyone else launching their first persistent online world. A bad launch can be hard to come back from. Even when you have become possibly the best in the genre it's hard to change that first impression. We can only do our best now though, and let the current state of the game speak for us. Computer Gaming World gave The Notum Wars the ‘Expansion pack of the Year' award, which I think speaks volumes of where we are today.


RPGDot: Can you tell us a bit more about the profession specialisation that is planned for Shadowlands? And could you give us a little insight in the two new professions already?

Jørgen Tharaldsen: We will not reveal the professions as of yet, but the specialisation means you can evolve your current character in new - and more specialized - ways (surprise that answer wasn't it). You can choose to focus more on profession specific advantages. Let's say you're a tank profession like an enforcer. At one point you can choose if you want to go the way of the damage-dealer or the damage-taker. This can be further enhanced down the road, enabling you to specialise even more if that is your wish. We already have the most advanced character specialisation system of any game. With this, it gets more fun.


RPGDot: The Shadowlands expansion is introducing new weapons, armour and items to Rubi-Ka, what is personally your favourite new weapon (or item)?

Jørgen Tharaldsen: I couldn't tell you even if I wanted to, because we are still in development. That said, the new profession suits look really cool.



RPGDot: When looking at the screenshots and reading the limited information that is available, I get the impression that Shadowlands is a lot darker and mysterious than the original AO. Is this correct? What kind of atmosphere are you bringing to the world that was missing in the original game?

Jørgen Tharaldsen: First of all, the world is extremely diverse, and it's not dark all over. We tried to set a mood, a sense of an eerie experience with the first screens. The ones after will show other, lighter, stuff. We hope to create the most unique ambience and atmosphere seen in a Persistant Online World thus far, and we are trying to make the journey through the Shadowlands a part of your life that you will remember. It will take you through lush gardens, beautiful waterfalls, flowing lava rivers, vast ice deserts, places where mysterious forces define the laws of gravity. It has a setting which is totally original, where you are being transported from a sci-fi world to an otherworld filled with strange beings, myths, fantastic sights, and the remnants of an ancient civilisation lying there as a mystery.
We are trying to make something completely seperate from Rubi-Ka. It should also be of interest that we are developing this as a linear experience, with linear, focused gameplay!


RPGDot: How many fresh playfields for explorers can we expect?

Jørgen Tharaldsen: I can't give you the exact number right now, but we aim for seven main themes, each one probably broken into two to five playfields. You do the math :)


RPGDot: Could you give us some more information about the special attacks? How will this affect the typical combat situations?

Jørgen Tharaldsen: I can give you a few hints. First of all, you can interact more directly in combat, making it more action-filled and strategical. We also hope to make placement more important. E.g an enforcer kicks out a special attack towards the groin, giving another team member time to launch an attack from the back when the monster is disoriented



RPGDot: Anarchy Online was already notorious for its extremely high levels, now you're raising the cap... Is Funcom determined to keep the title of mmorpg with the most levels? :)

Jørgen Tharaldsen: Is there such a title :) We go with what's the most fun, suited to our game. That said, the high level players will get some real challenges with this one.


RPGDot: The screenshots of Shadowlands are very impressing! Was the engine drastically changed to accomplish this result? Will there be any consequences of this in terms of performance? Will there be higher system requirements for Shadowlands players?

Jørgen Tharaldsen: We have constantly improved our engine, enabling us to make the game more and more detailed. We added quite a lot in Notum Wars. With Shadowlands there will be more effects and higher poly count. And, not the least; Funcom presents better water effectsTM. Reason I make a fuzz out of this is a how obsessed PR people seem to be with water effects. Whenever a game is presented, the water effects are important. We will be no worse: we will get new water effects. Oo Aah :)
I would also like to point out that we do get more experienced as the game progresses. We are getting more and better tools, learning the routines, in short; becoming better at what we do. We are in another league today compared to when we launched, and I think this is pretty obvious when you look at the state of the game today. Hard to change that first impression though.....so we have to make Shadowlands really impressive.
The system requirements will most likely stay the same btw.


RPGDot: Will only the new Shadowland areas be affected by the engine upgrade or will the old areas (like mission areas maybe) also look better?

Jørgen Tharaldsen: Some of the improvements, like water :), will be for everyone. But Shadowlands will for sure have a more distinct look.
Also, in the Shadowlands there will not be mission terminals as of such, but there will be many quests which take you into a whole new set of dungeons. We listen to the players, and they have asked for more variation. In Shadowlands they will get loads of variation, with dungeons hiding mysteries of an ancient civilisation, and even encounters with godlike creatures. If you are dedicated, you can even unlock these powers within yourself, unleashing your inner shadow force.
We are regardless planning a new content patch entitled modular hallways before the expansion. This will ensure more variety in the current mission set-up, and make sure the system we invented works better.


RPGDot: Is there anything else you'd like to tell our readers?

Jørgen Tharaldsen: Sure. Why not? Well, running a virtual world is probably the most challenging thing you can do in gaming right now, and we have learned that the hard way. It's the day you launch it all starts, and you have to keep producing every day after that. After all, people spend a good part of their spare time in these games. With the Shadowlands, I hope and think we will be able to present something brand new and refreshing for any dedicated gamer looking for a real challenge, in a fun game with a purpose and a conflict.
As for the current state of the game, it's something I of course advise everyone to take a look at, especially if you are already into online games. You can try it out for seven days, for free, by downloading the game from www.anarchy-online.com


RPGDot: Thanks for your time!



Average Reader Ratings: 7.5 (10 votes)
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