Path to Zenrai Interview
Part 1
Logan
Horsford , 2002-08-21
RPGDot: What is your name and job title please?
Michael: My name is Michael McGehee and I am the lead
designer and producer for Twisted Monkey Development.
RPGDot: How customizable is the GUI? Are all of the keys
remappable or are there 'fixed keys' (ala AO)?
Michael: Early in our design phase we promised ourselves
we would make the GUI as customizable as possible, we feel
every player has different needs and wants and everyone enjoys
their own style. The windows in the interface can be minimized,
resized, moved, and you can change their transparency. The
hotkeys will also be very customizable via an in game control
panel that will allow you to remap the keys to your desired
locations.
RPGDot: What things are being done to help the newbie?
A tutorial like Everquest use to have, etc?
Michael: Zenrai is a world of danger, but we don't
plan on having every new player as open game for player killers.
The game will feature a "newbie status" system that the player
can choose to turn off, basically what the system does is
when a player approaches certain area's it will set off a
trigger that will launch an information popup giving them
some information about certain skills and the like. As for
protecting new players from player killing this newbie status
system also will offer protection, but not invulnerability.
Before a player attacks a newbie they are warned they are
about to do so via in-game dialog, should they choose to anyway
and kill the player a guardian we call "The Enforcer" will
punish the offense with cutting your skills in half and locking
them so they cannot raise. At that time the enforcer will
then give you a very meaningless and trivial task to complete
before your skills are returned to normal.
RPGDot: Are there NPCs to interact with? If so, how varied
are they? How many character models will there be for release?
Michael: Yes there are very many NPC's to interact
with and they can do everything from teaching you, selling,
buying, and a wide variety of other task. Currently we have
500 NPC's designed individually for each of the eight races,
each with their own unique name, background, and attitude.
We are also working on a very dynamic AI system which will
allow NPC's to live everyday lives, they will need to eat,
sleep, drink, and if we can we hope to make them simulate
memory. As for keeping playable characters dynamic we will
be shipping the game with over 4000 unique model textures
so that no two players are alike, it's our goal to make the
game and characters as immersive as possible.
| RPGDot: 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?
Michael: It seems that no matter what is done there
will always be grief players, and while we don't have any
plans that say a player can only attack another player under
certain circumstances there are a few in-game systems that
should help prevent rampid pk'ing out of a fear factor. In
Zenrai there are over 1,000 skills that can be used in various
ways, and only you know how good your skills are, so basically
pk'ers can prey on the weaker players because really they
can't be sure who actually is weaker. Just because you are
a 6 ft. tall Hotaru and wearing great armor and wielding a
giant axe doesn't mean you can win against the 3 foot tall
Komakai with leather armor and his fist. We also will be offering
two different types of servers, one for the d00ds and the
other for roleplayers. The roleplaying server will be roleplay
enforced and if your found by a GM to be excessive in lack
of roleplaying your character will be transferred to a regular
server.
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?
Michael: Absolutely, we have an integrated "Karma"
system that is effected by everything you do. Only NPC's can
see your karma level (not even you can) and this will sway
their attitude towards you. Now say a player comes along and
kills an NPC and the NPC's son watches the event, that son
NPC might very well spend his days training to come and hunt
that player down and kill him. It's all part of our NPC "alive"
system.
RPGDot: What elements are in place to stop me from buying
2 accounts, 1 Mr. Respectable, and 2 Mr. Reprehensible, and
keep my "woods guy" out slaughtering everyone, and use my
good guy to resupply?
Michael: While we don't have anything in place to
prevent this over multiple accounts, there are systems in
place so that you cannot do this sort of thing on 1 account.
Of course on systems we haven't perfected yet we are always
willing to take suggestions on our forums.
RPGDot: The FAQ mentions the game is skill based. Is there
a ceiling in place, so I cannot become the "best at everything"
and have very real trade offs to choose?
Michael: The game will have a skill cap but it will
be so high you will have to literally play the game for years
to achieve it. It's also possible to master all skills but
thanks to our ying-yang system it's highly unlikely, basically
the ying yang system says if you advance your self in one
skill there will be another skill some where on the skill
tree that will become harder to learn with each advance.
RPGDot: Is combat open ended, like I.C.E.'s system use
to be? [That system was geared so that a newbie could kill
a fully armored veteran with a single lucky shot..]
Michael: The combat system is very unique I should
say*, *you will be able to set up 3 different move queue bars
that your character will automatically perform while in combat
You will be able to switch between queues, perform special
moves, run, and pick a defensive or aggressive fighting style.
RPGDot: Besides killing people/critters, what can I do?
Is the trade skill 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.
Michael: There are very many different trade skills
with everything from blacksmithing, tailoring, and even jewelry
making and absolutely none of them require you to kill for
experience to press on in that skill. The in game economy
will very much depend on these most valuable players and you
can plan on seeing them opening up their own shops and forges.
RPGDot: Will PC tradesmen be forced to compete with NPC
merchants?
Michael: Yes they will have to compete with NPC merchants
if they are in the same area, however players will be able
to establish towns and PC tradesmen will be free of NPC competition
in those area's.
RPGDot: Which is better - monster dropped equipment or
PC crafted equipment?
Michael: Well that all depends on the monster and
the PC ;) Seriously though personally I would say on AVERAGE
the PC crafted items are better die to their customizable
nature.
RPGDot: World size: This was mentioned in your FAQ but
that really didn't answer the question. Lets rephrase it thusly:
Assuming no mishaps with monsters or terrain, how long would
I sit at my computer pressing the 'move forward button' to
cross the world in real time minutes/hours?
Michael: Well the in world game days last 8 real world
hours a peice, so I would have to say about 72 real world
hours.
RPGDot: What are the main influences in the creation and
design of the game world?
Michael: To do something different and do it right.
There are some many games out there right now that just follow
the same pattern, I figure it's time for something new, creative,
and beautiful.
RPGDot: How smart are the mobs [AKA Mobile Objects, AKA
monsters/creatures]? I mean, if I keep showing up at their
daycare center, luring single young monsters away to a nasty
death, can I do this forever, or do they eventually take action?
Is the mobs behavior static, or is there a pseudo random component?
By this I mean, if I shoot a mob with an arrow, A) It always
chases directly at me, back to the waiting hoards for slaughter,
or B) 70% give chase, 20% attempt to use an evasive maneuver,
and 10% run for help?
Michael: The MOBs will be very intelligent depending
on their race, aka some are smarter than others. Some will
devise strategy against you others will run for help and others
will charge blindly at you. Don't expect to see players camping
a spawn location either, because they are complete random
within a given area.
RPGDot: 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?
Michael: Seeing as time passes much slower in Zenrai
than the other worlds I would say about 25-30 minutes without
the aid of materials. Keep in mind however there are plants
and herbs all over Zenrai with healing properties so it's
wise of an adventurer to learn some potion/herbal skills.
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