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So what traditional MMORPG elements have you retained?
Long: There are very traditional MMO elements that TR retains such as level progression, character skills that are built over time and as you advance you can pump up those skills. There are very obvious game effects that are based on what kind of equipment and skills you have. There's crafting where you can create and modify items and trade with other players. There is character customization and mission giving NPCs.
It's sounds as though the idea is to appeal to both gamers who enjoy shooters and those who enjoy RPGs/MMORPGs...
Long: Actually, we're making an RPG, which is our goal. Our game is much more action-oriented and fast-paced than most RPGs, but we're still making an RPG; we're not trying to make a shooter. Now in some places it may feel like it, such as in the interface which has a targeting circle in the middle of the screen all the time or weapon trays that cycle the way some shooters do, but this game is an RPG at its core and it will appeal to the gamers who enjoy MMORPGs. The pace will just be faster than what they are accustomed to.
Exactly how big is the game world? It sounds as though we'll be able to visit numerous planets...
Starr Long: We're shipping with two planets, and each of those planets has two main continents, with many instanced spaces on each of the continents. You'll have to play to find out the exact size of these planets. But the game is pretty large, and very in-depth, with a lot of beautiful crafting of the spaces by our world builders and artists. For example our Logos elements; some are easy to find and some are very well hidden and you will have to explore these places to find out. I don't event know where all of them are, which is good. I don't want to know. I want to play the game to find out.
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