Until I switch back to being an MMO-loving fuzzy bunny, I’ll continue with the somewhat Grinch-like observations.
Dear old Ragnar Tørnquist has another interview, this time on Rock, Paper, Shotgun. And bless me, there’s some Class A hype in there, hype so strong that there are special government task forces set up to deal with an outbreak. There really should be a Misuse of Hype Act declared in the UK.
Funcom’s contemporary dark fantasy, The Secret World, is an MMO with a cliffhanger ending. So says its creator, Ragnar Tørnquist. In fact, it’s claims like this that make this one of the most significant MMOs currently in development.
Yes, right. Well. Give me five minutes, and an interview with a hype waiter, and I’m sure I can tout a bunch of features and make some ‘claims’ for the MMO that I’m ‘working on’ which will make it the most significant MMO currently in development. IN MY MIND.
RPS: Can you just explain the classless progression idea?
Tørnquist: We wanted to make a game system that was at home in the modern world. This isn’t a medieval fantasy world in which you can be born a baker and die a baker – it’s based in the modern world around us. We wanted to give people freedom to be what they want to be, and play how they want to play. You can read into that the idea that we’re reaching for the moon, but it has some important basic ideas: players will have a sort of deck of cards which will say how their character is going to be. They will be able to shuffle that deck to change how they play as they go along, they’re going to open up more options for that deck as they go a long. It’s much more dynamic than other such games, you won’t get stuck as the tank or the healer, and you should be able to contribute to the process and to the party no matter who you are. Clothes aren’t going to have stats – you can choose whether you want to wear sneakers and a T-shirt, or if you want full goth outfit, or a dress and high heels. All those things are possible, and they’re not going to effect how your character plays.
I mean, is it really just me that reads these articles with “A sort of deck of cards“, “you should be able to contribute” and “You can read into that the idea that we’re reaching for the moon” and thinks, these are all just design goals and not actual features yet? Do alarm bells ring for anyone else? You don’t actually have this thing implemented, it’s what you want to implement, and if you have implemented it, you certainly haven’t tried it on a server with a hundred plus non-developers to see if it actually works, at which point it’s too late to do anything other than rip it out and shove-in a token class system to cover the MMO checklist.
Grind – Check
Token character customisation – Check
Compulsory segregation of player population by continent, server type or colour of the moon at the time of subscription – Check
Classes – Check
It’s an MMO all right!
It reminds me of the last mistake I made in believing a developer’s hype: Mr Barnett’s “Bears, bears, bears” video, where he told us all that ‘we wouldn’t have to wade through an area full of bears and then be asked to kill 10 bears, the ones we had killed would already count!’. And what was actually implemented in Warhammer Online? The Kill Collector, an NPC glued to each quest hub who gives you a bit of extra XP for having had to wade through a bunch of bears to do some other quests. And who is standing next to Mr Kill Collector? Why it’s Mr Go And Kill Me Ten Bears, who is totally oblivious to the fact that Mr Kill Collector is rewarding you for killing bears, because you hadn’t got the Let’s All Jolly Well Trot Off And Kill Some Fucking Bears quest yet.
Anyway, go read the interview. Zoso says it’s Quite Interesting, and I’m sure I agree that the game sounds interesting from a design perspective.
It’s the touting of features with absolutely no game evidence of them whatsoever that I object to. Anyone can say “well we want it to have this and that and the other”, why don’t you tell us what you’ve actually got? Better yet, tell us what you’ve tried that didn’t work and why. Teach us. Inform us. Respect us.
Feed us information, not fantasy so thick that even your game world couldn’t sustain it.