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Elle a donne une interview concernant le lancement "sans heurt" de DnL a TenTonHammer.

Ca se passait hier:

http://www.tentonhammer.com/index.ph...splay&ceid=423

Citation :
Total Freedom: An Exclusive
Dark and Light Q&A

Géraldine Lescs of Farlan Entertainment sheds some light on what's quite literally the genre's biggest game.

As MMORPG development hotbeds go, the Mascarene Islands are about as likely a candidate as Iceland. The Mascarenes, a tiny island chain about 500 miles to the east of Madagascar in the Indian Ocean that includes the sailing and tourist destinations of Mauritius and the French island of La Réunion, is also home to Farlan Entertainment and developer NP Cube, colloborators on the truely massive MMORPG: Dark and Light.

We haven't spoken with the creators of Ganereth since E3 2006, so we were pleased that Farlan Entertainment's Géraldine Lescs was available to answer a few questions about Farlan's recent progress. Ms. Lescs's title is Marketing Manager for Dark and Light.

Jeff "Ethec" Woleslagle, Ten Ton Hammer: Our congratulations for a fairly smooth launch for such an ambitious game. I do have to ask though: five hundred quests at release sounds like a fairly low number for such a vast 10,000 mi2 game world. World of Warcraft has over 3,200 quests, by contrast, in a much smaller game world (roughly the size of the greater New York City metro area between its two continents, or about 300 square miles, by ). Would you say Dark and Light's focus is on exploration rather than achieving levels quickly through completing quests one after another, or are the rewards for DnL's quests bigger than what MMO gamers are accustomed to?

Géraldine Lescs, Farlan Entertainment: First, the payers who enter the world of Ganareth do not access to the whole world but only Dark, Light, Al Drifa, Ysatis and Agnar kingdoms, which surface is not as large as the whole world of Ganareth. Second, we always claimed that Dark and Light was offering real freedom. This is why we decided not to force our players to quest all the time but incite them to explore, meet other players, create guilds, build their own world; not only questing.
We didn't reach all our objectives as, due to the size of the world anyway, players needed to be handled at the beginning. This is why we implemented new quests and we reworked the starting zones in order to help players to evolve faster and easer through the world of Ganareth. Very soon, all the players who will enter Dark and Light will be welcomed in a unique starting zone, all players of an alignment being gathered in the same zone.

Ten Ton Hammer: Players have to choose whether they'll join the Dark or Light early on. Is betrayal possible? How are players directly affected by their Dark or Light alignment?

Lescs: The choice of the player alignment determines the races the player will be able to play. The choice of the alignment decides which side the player will be fighting for, if he's figthing for the Dark supremacy or the Light supremacy in the lands of Ganareth... The choice of the alignment is key to start the adventure in Ganareth.

Ten Ton Hammer: Games such as World of Warcraft are just getting around to providing flying mounts, while Dark and Light was released with this popular feature. Approximately how long should a player expect to play the game before this incredible travel option becomes available?

Lescs: Players can use the flying mounts as soon as they reach the level 20, which is as well the level to determine the class. In other words, as soon as players have finalised the tutorials that lead them to the level 20, they can start using the incredible flying mounts available in Dark and Light, such as flying dragons!
What is really unique in Dark and Light is that players never experience travel constraints. Not only they can use terrestrial mounts very soon as they start playing, but also they can fly using para-glide, experience free fall parachuting, or snowboard from the very first levels onward.
Using flying mounts, players can ascend, fly above the clouds or the rain, they are totally free, which a very rare feature in other MMOs.


Ten Ton Hammer: Gamers probably don't expect a snowboard, a hang glider, or a parachute in a fantasy MMORPG, but it's a fun concept in practice. What was the inspiration for the "exploration" implements? Are they moreso a novelty touch, or do DnL gamers use them to travel around Ganereth?

Lescs: The inspiration for the "exploration implements" comes from our will to offer a total freedom ingame. Freedom means that you choose to do what you want when you want. But this means as well that you can play some gameplays you didn't imagine. Players can really use these original means of transportation to explore and travel around the world. They can do anything they want with these tools…just experiencing real freedom.

Dark and Light world is huge and numerous means of transportation have been created to avoid players from "running all the time".

Ten Ton Hammer: What are the other quick travel options for those who want to journey around Dark and Light's massive 15,000 mi2 world?

Lescs: To facilitate players' travels on longer distances, a public transportation network is available: hot air balloons, boats, cable cars and flying dragons! They allow the players to travel throughout a kingdom. Their route and destination are visible on the main map of the world of Ganareth. Each zone has a main city or village in which the players find at least one public transportation network. These methods of transportation are free to encourage people to travel and discover our world.

Ten Ton Hammer:The sheer size of the Dark and Light world, coupled with such a diverse array of controllable and AI-controlled travel options, means that players probably haven't explored nearly all the areas that can be explored. If that's the case, would you tell us about one such still hidden yet interesting area that comes to mind?

Lescs: Not only most of the players can't have visited such a big world, but in December, they will have the opportunity to discover new scenaric places and points of interest we will reveal in the coming weeks. They may not recognize some places they already knew !

Ten Ton Hammer: Sometimes it's too easy to focus on the Ganareth's vast and immersive nature - complete with seasons, weather, and a fluid constellation system that actually affects crafting - that we forget that Dark and Light has a very complex storyline. In a nutshell, can you describe what you consider to be DnL's central conflict? Or does this literally depend on what part of the world you're in at the moment?

Lescs: DnL's origins are deep and really deserve to be discovered as they offer a really addictive scenario. The existence of Dark and Light kingdoms is a strange and complex thing. It goes beyond the notions of good and evil, it even goes beyond people and gods, since it affects the members of a same cult, profession and race alike, sometimes leading them to civil wars. Some say that Dark crystals are born from Dragoon's inspirations, and that Light crystals bear the mark of his breath. Here is maybe the answer to why Dark and Light kingdoms exist: both are divided parts of what was originally the creation of one single being, Dragoon, the source of all magic.
The inhabitants of the realms, who, in the past, had proved to be neutral and peaceful, felt the terrible force of magic falling upon them again, and prepared to fall under the yoke of their new masters, Dark and Light.
This is the dawn of a new adventure : numerous quests and adventures lie ahead, in a new era of the world of Dark and Light. The choice of the magic will be the first dilemma. To control the territories, players should repossess the energy fountains and reactivate them, so as to spread the influence of the magic that you are using, and rebuilt the temples to restore their powers to the Gods who used to rule.
For more info on the history of Ganareth see here: http://www.darkandlight.net/chapitre...que=45&lang=en

Ten Ton Hammer: Crafting and fighting experience (CXP and FXP, respectively) are nothing new to MMO gaming. Social experience (SXP) sounds revolutionary. Could you please briefly explain how a character may increase his or her social experience, and what the rewards are for doing so?

Lescs: As explained above, we really wanted DnL to offer various gameplay opportunities and incite players to invest themselves in a different way. This is why we thought about the Social XP that invites player to guild, join in fortress management and holdings, and play together.
When a player joins a community of players, each member already present automatically receives a number of SXP according to his rank in the community and the number of members that constitute it. Thereafter, players will also gain SXP according to their participation in the community and their popularity.
The SXP points acquired are never lost. However, if a player quits the community he loses some of his SXP, and other members will gain fewer points until another player arrives.

Ten Ton Hammer: Player-built structures (such as mana towers, and fortresses, plus the "holdings" structures for resource extraction) plus territorial claims such as baronies, duchies, counties, and holdings all come together in what seems to be an incredibly complex economy. Does it work as well in practice as it seems to in theory (based on the ample descriptions on the official website)? Do you foresee any future changes to the resource gathering and crafting side of the game?

Lescs: Unfortunately, it didn't work as we first planned. The economic rules and the dependencies between energy towers, fortresses and holdings turned to be far too complex to be clearly understood by players. This is why we plan to change our strategy for the very beginning of 2007: things will be smoother and easer to handle. We save the interactions between all these elements while keeping independence with the number of players involved (works if there are many or few players involved).

Let's take two examples:

1. No more interdependence between fortresses and holdings so that buildings can exist will less constraints, but more flexibility and fun to play these gameplays
2. Energy towers : they used to turn into teleport points only if they were fed with crystals and wood, but this required too much effort to players, and, as a result, a lot of teleport points were not activated. This strongly decrease travel facilities and made things harder to travel through this huge world. From now on, energy towers will have a clearer role in the world organisation and will offer more interactions with player, whether they are in group or alone.

Ten Ton Hammer: A quick search for "Dark and Light Goths" yielded a number of despicable sites that buy and sell Dark and Light virtual currency, as you'd find for just about any MMORPG. Do you feel threatened by those who wish to engage in RMT transactions (also called the secondary market or goldsellers - though "gothsellers" would be more appropriate in this instance?) If so, how do you plan to deal with this threat?

Lescs: We must pay attention to "goldsellers" as they may strongly unbalance the market and spread a bad image around the game. Even if we cannot really impede them to do so, we are very attentive to these unofficial sales and we are ready to react as soon as these actions take too large an extent.

Ten Ton Hammer: Is there anything else you'd like to share with our readers at this time?
Lescs: We want to thank you for this very interesting interview as it points out the specific characteristics of Dark and Light and we hope to meet soon new players in-game.

Thanks to Ms. Lescs and Farlan Entertainment for updating us on recent progress in Dark and Light!
C'est vraiment léger et gentillet comme interview. En fait, on y apprend pas grand chose, pour ne pas dire rien. Et on évite bien de poser les questions de fond, celles qui pourraient déranger... (mais celles qui intéressent ^^)

Bref, à part nous rabâcher du "real freedom" (on se demande bien à quoi ça sert d'ailleurs) et du "soon", rien d'intéressant à l'horizon.
Citation :
Lescs: We must pay attention to "goldsellers" as they may strongly unbalance the market and spread a bad image around the game.
J'en ai eu une crise de fou rire Je doute qu'une seule "société" de goldfarming s'intéresse à ce jeux je cite :

Citation :
truely massive MMORPG: Dark and Light.
Grotesque de A à Z cette interview, elle devrait même réussir à consterner certains joueurs qui ont vainement tentés de jouer le jeux des quêtes et des factions tellement c'est mensonger ce qu'elle raconte et ahurissant sa justification par le fait de laisser plus de liberté aux joueurs. La réalité ça a été : démerdez vous.

Quand au "journaliste" qui pose les questions, a-t-il seulement essayé de jouer ? S'est-il renseigné avant ? Ca sent l'interview propagandiste plus qu'autre chose...
Posté par Rahd'Kor
Citation :
Bref, à part nous rabâcher du "real freedom" (on se demande bien à quoi ça sert d'ailleurs) et du "soon", rien d'intéressant à l'horizon.
Ce n'est pas tout à fait exact, je remarque que l'on est passé du "soon" au "very soon"
Citation :
Very soon, all the players who ... ...
A part ça il n'y a effectivement pas grand chose de nouveau.
Citation :
Ten Ton Hammer: Our congratulations for a fairly smooth launch for such an ambitious game.
J'ai adoré cette entrée en matière, il ne manque qu'une réponse du style " j'adore qu'un plan se déroule sans accrocs "
Bon, je suis rassurée, je vais avoir le temps de consommer mon stock de pop-corn en fait. Avec l'absence de news j'avais peur qu'il me reste sur les bras, mais en fait le cadavre bouge encore
J'avoue..... J'ai ris !


Non mais sérieusement, cette dame se prétend "Marketing Manager" ? C'est une énnnorme blagounette. On comprend pourquoi ils ont un "lead game designer" aussi mauvais.
Piece of crap.

Désolé, mais cet interview n'en est pas une. C'est impossible. Lancement "assez fluide", le commentaire sur les constellations qui influent l'artisanat, le commentaire sur le fait que les tours de mana sont des "player made buildings"...

Le type, soit ne sait pas de quoi il parle, soit a simplement recopié un communiqué de presse de farlan.

C'est indigent, bourré d'erreurs, et étonnant de la part de Ten Ton Hammer.
ça sent la publi-interview à plein nez, les questions sont déja tournées dans le bon sens, et emballées dans des compliments.
reussir à dire que 500 quêtes c'est mieux que 3200 c'est très fort
Pour ceux s'inquiétant d'une possible fin de la "série" rocambolesque DnL plus de crainte à avoir.......c'est les marchands de pop-corn qui doivent sauter de joie
Citation :
Lescs: Unfortunately, it didn't work as we first planned. The economic rules and the dependencies between energy towers, fortresses and holdings turned to be far too complex to be clearly understood by players.
Citation :
Publié par Grogoroth
rigole pas trop ou je demande a quiconque qui rigole avec toi d'expliquer le truc

(perso je m'y avancerai pas)

la question est : est ce deja en place, ou alors les "devs" auraient fait un concept a la JCVD qui aurait du arriver "soon" ?
Citation :
Publié par Grogoroth
rigole pas trop ou je demande a quiconque qui rigole avec toi d'expliquer le truc

(perso je m'y avancerai pas)
Allons demander conseil au vieux sage Google Traduction.

Zip...clic...clic...Crtl+c... Crtl+V

Lescs: Unfortunately, it didn't work as we first planned. The economic rules and the dependencies between energy towers, fortresses and holdings turned to be far too complex to be clearly understood by players.

Clic...
Lescs : Malheureusement, cela n'a pas fonctionné pendant que nous projetions la première fois. Les règles économiques et les dépendances entre les tours d'énergie, les forteresses et les possessions ont tourné pour être trop complexe lointain à comprendre clairement par des joueurs.

En gros : olol les mecs en fait zon pas captés pasque DNL les a owned du brain.
Donc on développera soon, lorsque les players s'achèteront une demi livre de neurone ! *en fait on a pas compris nous non plus, ça a foiré alors on fait croire que les joueurs sont trop con pour saisir le concept et qu'on leur livrera plus tard.*

C'est bien ça



OLOL DofusDNL
J'avoue que le coup du truc trop complexe pour que les joueurs comprennent ma bien fait rire.

A la base quand on veut faire quelque chose que les joueurs doivent comprendre, on fait en sorte qu'ils le puissent.
Surtout quand tu vois ce que les communautés sont capable de trouver dans les jeux. Si c'était trop compliqué pour les joueurs c'est bien qu'il n'y avait pas de communauté derrière (quelques dizaines de joueurs n'étant clairement pas suffisant).

Ou alors leur truc est mal fichu de A à Z...

Enfin dire que les joueurs (les rares qu'ils ont) sont con. Ca le fait moyen tout de même lol.
Citation :
Publié par Grogoroth
rigole pas trop ou je demande a quiconque qui rigole avec toi d'expliquer le truc
Je ne relèverai pas le défi, mais pour autant, je ne pense pas que ce soit la raison principale du succès très mitigé (et ici, j'utilise un euphémisme) de DnL.
Citation :
Publié par Aratorn
Le type, soit ne sait pas de quoi il parle, soit a simplement recopié un communiqué de presse de farlan.
.
Le type ne sait pas de quoi il parle ET s'est contenté en effet de recopier la copie qu'on lui a donné.
 

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