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It's a tough issue. One
thing that's interesting is the genre, right? Obviously, the high fantasy MMO
thing is kind-of... "tapped out" is not the right word, but there's
super-stiff competition, let's put it like that.
EJ: Honestly, there's the 800-pound gorilla. I mean, fantasy RPGs
have to contend with WoW. It's great, well executed, polished; it has
great pedigree now. And I still play it. It's still something that I enjoy in
my time. I'm a fantasy RPG guy from way back, and the reason I got
into the industry was Ultima. That's why I ended up at Origin in the
first place.
So it's definitely a market that I think still has potential, and
I think that there are lots of games that can go in there and make a splash. But they can't do it by doing the same things as everyone else.
We
certainly flirted with the idea of taking this type of franchise and creating a
fantasy game, but if we do it, it's not going to be another MMORPG that has the
same mechanics. We're going to find a way to make it distinct, just like we
have here.
I think that branching out of that genre is
sort of uncharted territory in terms of massive games, right? I see that
you've done things with the design that are definitely completely removed. Look
at City of Heroes, right? It's a
great game, and it has obviously managed to find a really consistent audience,
but in the end it's not that much different than skinning another MMO, right?
EJ: Right. It was very important for us to not to just skin the
game. We definitely flirted with different ideas on how we wanted to approach
it. But it always came back to the same thing. We looked at the tags that we
place on these things -- we call them MMOs, we call them RPGs -- some games
want to make their own acronyms. To us, we don't care. It's not about how we
classify it, it's about what the game does.
So for us, all we always say is: it's an online action game that
has persistence. That's the important part for us. So, we don't try to look and
see what else is out there, and go, "Well, we should have this feature, or
this type of play, because that's what everyone else is playing..."
That's why we don't have levels; that's why we don't have
arbitrary statistics. We want to try to see what players [do] -- what's
important to us is what what we measure from players. Their artistic ability,
their action game skill, and eventually the other types of game types that we
introduce with this.
How do you maintain player interest without the carrot-on-the-stick of levels and similar systems? I mean, they maintain them in many games because
they are a proven treadmill.
EJ: They're absolutely great. The whole DIKU-style of RPGs is genius
in what it does, but there's only a certain group of people that really enjoy
it. Now, that's not to say that they're [just the] 10 million people playing
WoW, but it's finding what works for your game; finding out how your game
works.
For us, we do have functional progression; we do have cosmetic
progression; we do have things for players to achieve. It's always about
putting things out there, that work for your game, that players want to
continue to achieve.
Some games, like Counter-Strike, have no progression, but
they still have achievement. You know, people created leagues, they created
leader boards -- it really goes to what your game is. Our game is an action
game. For us, most of it's going to be about players comparing each other, and
seeing how we can weave achievement into that. So, as you achieve, you get
things that make you more famous.
Again, the game is really about that celebrity. But there is also,
like I said, functional progression. You don't get everything up front, you
have to earn the types of cars, the weapons; all that stuff is progression in
the game.
This game has a
very sophisticated design, from everything I've seen. How do you arrive at these designs that have not been seen
before in this type of combination, and how do you know it's going to work?
EJ: We don't.
Right.
EJ: That's part of it. I mean, I have to say that the person who
should get credit for really pushing those boundaries is Dave Jones. I mean,
he's never been someone who adheres to what's already out there. He wanted to
make a game, he had vision for it, and he brought people in like me, to go,
"Okay, this is the broad vision -- how do we make it practical?"
And we went through lots of trial and error. I mean, honestly,
we've gone through the whole gamut of functional progression. We've looked at
how the action game could work on that many multiplayer.
We've just continued
to iterate and arrive at what we thought was the best way to do it. And we're
continuing to learn. Honestly, when we get it out there in beta, we're going to
see what works and what doesn't; what we can change, we're going to change.
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[quote]
Features
APB blends fast-paced third-person action, deep customization, and meaningful achievement to create a unique persistent online multiplayer experience.
APB utilizes cutting edge technology to create a “living, breathing” city where players clash — on foot and in vehicles — to determine the future of San Paro, a fictional metropolis, where two factions — Enforcement and Criminal — vie for control.
APB is being developed by Realtime Worlds — creators of the award-winning Xbox 360 title Crackdown — and is one of the largest and most ambitious online game projects in development worldwide.
[/quote]
So it's really got nothing new by the sounds of that! Features used to be WTF the game is about.
When will people learn, BYE
I can't tell you how many games have said, "We're gonna do X or we're gonna do Y" and then when the game is released, it's a steaming pile because all the promises they made were either over ambitious or they totally didn't care about getting them in before the deadline.
If APB delivers on what it has promised then the game will be better than any game before it that has used these "same" features because the features that were delivered by other games were wrapped in a lining that was less than silver.