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"a secret world of terror"
Il semblerai que ça bouge beaucoup du coté de leur nouveau mmo en ce mois de novembre, il y avait deux ou trois petites choses intéressantes :
Which upcoming MMOs are you looking forward to? IGN Vault has a new poll up asking that very same question. Stop by to show your support for The Secret World!
- Funcom demande de bien vouloir voter pour "a secret world of terror" dans un sondage sur ign.
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- Quelques jours avant les malheureux licenciements, Frank Sagnier serait semble-il entré au conseil d'administration pour remplacer Jan Inge Torgersen.
On parle beaucoup de placements publicitaires IG dans leurs produits. Un peu comme avec james bond pour le cinéma si j'ai bien compris.
D'un autre coté je vois mal conan boire du cola cola mais c'est bon à savoir.
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- Pour la suite, qui est le plus gros morceau mais malheureusement l'article original est en norvégien.
Ca se passe sur gamer.no je suis tombé dessus vraiment par hasard en trouvant une traduction approximative ici.
Si quelqu'un à le temps de le traduire dans un français correct car c'est du google translate...
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A secret world of terror
Funcom are currently creating The Secret World; a massive online action-horror-adventure role-playing game based on mythology, legends and conspiracy theories - placed on our own globe in our own time. It has not yet received a publication date and still has several years of production left. There are not many who know what we can expect of this private project, but that there are serious issues, there is no doubt.
Astronomical production costs, demanding and unforgiving players and a market filled with rock-hard competitors. How can someone without access to Scrooges McDuck's Money bin be crazy enough to try yet again to create a massive online role-playing game?
The answer probably lies in the incredible potential rewards success brings with it. A massive online is immune against pirates. The developer needs only to create it once, and then can live well on the monthly income afterwards. Those who make the game also get the opportunity to test their skills by making what I believe is the ultimate entertainment product available worldwide today.
Experience
Creating a successful massive online is comparable to fighting a modern war. Record Management is the government; programmers, designers and visual artists, soldiers and the players are the people or the public about the rest.
First there must be carefully laid plans, developed down to every last detail. Then propaganda-/advertisingcampains must be performed with great conviction and skill to get people interested. Then it all must open in a spectacular way of convincing rhetoric and technique. Finally it must all be kept up indefinately by holding your interest and always find something new in order to permanently capture people's attention.
Funcom has already two massive online on the conscience that is good, but both have their clear problems. Anarchy Online miss succeeded in fairly large extent by the launch moment with the war-routing model. When the game was released, it was filled with problems and was therefore met with a mixed reception. The game has still kept the pace up by holding on the players' interest very long and constantly renewed himself.
Age of Conan had an incredible advertising campaign and launch, but lost much of the vapor when it was obvious that the game lacked any content and depth. It is very difficult for Age of Conan to win back many of the players they lost just as it was very difficult for Anarchy Online to gain players in high numbers when the start was so troubling.
The requirements for massive online grows exponentially with each new release and only very few that with an honest face can be called successes. The obvious answer is, what will be a success, is to succeed with any war routing model phases. How do this without the sting of morbid many dollars is where it all becomes very complicated. I can not pretend I have all the answers to these questions, just reflect on what I have learned that online play over the years.
Unique features
A unique and special world or setting is a definitive strength for a massive online world. This is certainly something it would seems that The Secret World has. An online world set to our own world and our own time may sound risky, but the brand as Call of Cthulu and Vampire the Masquerade show that it is absolutely possible to create an exciting setting for a game world on earth today.
Human myths and legends are already forming the basis for all fantasy and science fiction universe that is created, so why not endulge wildy into them in our own time too? With mythology, legends, mystery and conspiracy theories as background canvas, I think the game's focus on the horror genre can let Ragnar Tørnquists ingenious talent create something really unique. He is chief of The Secret World, and has previously shown their incredible skills when it comes to stories from games like The Longest Journey and Dreamfall.
I also believe The Secret World can create a very important niche for itself in such a setting. None of its largest competitors have anything like this, and who can not understand how tempting it is to run around in, for example, New York's correctly rendered virtual streets and kill zombies?
Funcom has already relieved some of what we ultimately can expect to find in The Secret World, and in a truly special way created great expectations and interest of their alternate-reality gaming (arg) campaign. Unfortunately, this campaign has been very limited and there is a long time since we've heard nothing particularly new from it. Although this way to create interest in the work is very demanding, I think it has a great potential for a game that The Secret World, and I hope we will see much more of it soon.
I like to read how Ragnar Tornquist writes about history stories in the game and their importance. He also talks about the history of gaming and how developers and authors can get more players involved in the massive online through the use of good stories, and this is precisely what we are going to see in The Secret World. I like what I've heard of the game's setting and its focus on stories, but no matter how good these two aspects of the game is, they are not the central element in a massive online game.
Deeper, but narrower
A massive online game's most important task is simply to keep as many players as possible, as long as possible. No matter how beautiful the gaming world is, no matter how unique and interesting the setting is and no matter how engaging and exciting the stories are, it is not these elements that hold hundreds of thousands of players caught in front of computer in the month or years.
It is the character development is key to any massive online, and how fun, interesting and depth of this character development is, determines the game's success in retaining players. This bitter pill Funcom has to some extent been given a taste of Age of Conan.
I hope for deep and mysterious complexity.
To borrow a phrase from my favorite television series The President (The West Wing): "Complexity is not a burden." I think complexity is precisely what a game that The Secret World need to make it deep enough to keep their players over longer periods.
This should not come in the form of an overwhelming complexity that greets the player as soon as he opens the the door to the online game, as in some degree unfortunately it does with Anarchy Online. But rather be a complexity and depth that the player will be introduced gradually, and that when their full potential by the game's most important final phase.
A company with such enormous resources that Blizzard does not adopt such a complexity in their games. They have created World of Warcraft depth by making it incredibly large and diverse, and constantly create new content of the highest quality quickly and efficiently. How have they not only opened the massive online world for millions of new players with World of Warcraft professional easy, but also kept in very many of them by creating a far-reaching depth and given the players an almost permanent opportunity for progress.
Without such crazy resources at its disposal, I think a game that The Secret World have to be deep and relatively narrow in order to succeed. I think there need not be as large in scope, such as Age of Conan, but also have enough depth and complexity to keep many players interested in the game over long periods of time by focusing on the game's final phase.
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Focus on characters
Characters is what massive online first and foremost is all about. I think The Secret World must include opportunities for diverse character development if it is to add the foundation for the depth and complexity. I think also it will be a big plus for this character development also contains some innovative elements.
If The Secret World still allows its main character developmentmodel resemble the traditional role playing talent tree, I hope the game will do this in the best possible way. With this, I believe that to avoid the usual model which is to let their talenttre looks more like a ladder than a tree. It's less fun when you have to adopt almost all the steps in the ladder to reach the top, and once you have ended up where you do not have more options than you had at the bottom. If a talenttree really should live up to its name, should have a right and easy to start, but eventually just in many directions, and finally end in a powerful tretop of choices.
Without going too deep into character development models here, I mean The Secret World should let the players not only have far-reaching and different classes to choose from, but also far-reaching differences within each of these classes. I think also it can be a good choice to let the characters quickly switch between different strategies so that they do not become too tightly bound to certain roles.
The reason why I put so much emphasis on character development system is that it paves the way for almost everything you find in the massive online, and it is very difficult to change it to a large extent after the game has been launched. A character development system that gives players a lot of good options and strategies can lay the foundations for making the game as deep and interesting, as the developers are dependent on.
Treasures, treasures and treasures!
Equipment, treasures and loot is completely essential for marking progress in a massive online. No matter how fun it is to kill a boss and no matter how good the story is that leads us to the top, it's all bosses treasures that we want to come back again and again. Without this desire for repetition, any massive online will fall apart like a house of cards.
A big problem that occurs in most massive online is that all this equipment often are separated by classes or roles, resulting in a world full of clones. These clones not only look alike, but is also very similar in their strategic scheme.
One way to resolve this problem, may be to allow all players to customize their own equipment in the very high level. Another option simply to have large amounts of equipment, all with relatively random properties, which will give players great choice.
If the supply of equipment stops or all forms of play adaptation of equipment loses its meaning, players lose a lot of reason to continue with the game. It is very resource-intensive to constantly come up with new content and new equipment to an online game, so my advice would be to leave much of the equipment be adaptable to a great extent, so that the players have very many opportunities to create their own equipment.
With such a system, which allows the player created diversity, creates not only an important depth and complexity, but also do this in a way that can be labor-and resource-saving for the developer. Unless such opportunities were not present at the launch, you need new content and equipment is made much faster and flow in a steady stream of not losing too many players.
Summary
For all companies who want to carve out their own piece of the massive online cake, and at the same time want to get back as much or more than they have invested, there are many traps to fall into. It's impossible to compete with World of Warcraft without having to invest huge sums, and even then you are not guaranteed success. A much better alternative would instead be to create its own niche.
The Secret World has an incredible niche - now it must be filled with quality.
This niche must then be so fully packed of quality as the developer can afford. It must be deep and interesting enough to keep the players on the first doorway with their promises, and it must be updated regularly with good quality. Only when all these elements have been fulfilled, we can begin to talk about a success.
All I have seen and read about The Secret World so far seems very positive. I have not seen anything yet which may suggest that the game is really going to have the depth, diversity and complexity of the entire article I have argued for. If the game is not going to include these items in particularly high level, it must be either on its own revamp the massive online genre, or be stuck as yet another less successful chapter in the history of the genre problem.
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