Mourning Q&A #1
Interviews

information
11/02/2004
Fyrn
Nearly one Year passed since our last interview with the Mourning Lead Designer, Dan Antonescu. A lot has happened during 2004. Those who might not recall Mourning, it was originally known as Realms of Torment, which had to be changed due to legal reasons. Not only the name has changed during the past year, but also the game behind it. A lot of videos and screenshots document the development of this secret smash hit. Mourning, for those who need a brief introduction to get their catalyze their interest, is one of these games that don't have a multi-million Dollar marketing budget. One of the games that don't generate the type of hype that the "big players" do. It is one of those games that can come out of the nothing and make a run for the top. We've recently seen that with Saga of Ryzom, and Mourning promises to do the same thing. But without boring you to death with my lousy introduction of such a promising product, I present you, our interview with Lead Designer Dan.

Interview with Dan Antonescu

MM Hell: In a recent peek you mentioned that "a totally open skill system" would result in "taking away the customizing pleasure that all of the RPG players are looking for". Could you clarify this statement? Wouldn't a system that lets the players choose which path to take while they progress in the game be far more "real" and allow even more diversity? Of course, if every character could master everything, players would all possess the same skills at some point, but that could be solved by having racial disabilities or making it near to impossible to master more than one path.

Dan Antonescu: Well, that's exactly what I was talking about in that peek (#43 one, read the #44 one for more informations). A totally open skill system is one in which a player can acquire and master (max up) all skills present in a game. By allowing that, the players will become all the same, and that is a thing which strongly denies the main essence of a RPG (the trade between speed of reaction and in-character stored knowledge), because if all the players' characters are the same, the difference in battle is made via the speed of reaction rather than anything else.

As I detailed in those peeks, the best way would be to allow players to make the important decisions regarding the development of their characters, but limiting them in their choices. And the best way to do that, is to limit the number of skills a character can acquire during his life span.

Racial disabilities aren't the best solution, from gameplay's point of view. It's for sure a solution supporting the role play race differences, but it will greatly restrict player's options regarding the way they can use their characters. Most of the RPG players are searching for best way to build their characters in order to be highly efficient in one specific style of game play, and these racial differences will force them chose specific races for specific ways of game play, greatly reducing the in game character diversity.

As I explained in our last peek, this skill system limitation must go even further than that. By grouping the too-powerful-together ones, and the ones which mutually exclude each other (from a logical/role play point of view) and letting players acquire only a member of these mutually excluding skill pairs.

MM Hell: Mourning will feature a complex alignment system, factions, politics, all revolving around Player vs. Player combat. A lot of games make it difficult or impossible to compete in PvP if you're not amongst the highest levels. With PvP being so integrated in Mourning, will lower level (casual players) be able to defend themselves, or participate in raids?

Dan Antonescu: Yes and no... :) Sounds confusing, doesn't it? Well, Yes because Mourning is based on a skill system, which means that in PvP the combat computations are made between skills, and not characters' levels. That means a character having a maxed skill in a sword style can fight with another character wielding a sword and having more maxed skills, and have a 50/50 chance. But usually the character having more maxed-out skills has more combat options available which can make the difference between life and death in a PvP encounter. Not to mention the latest one should also have higher developed attributes, better items (weapons and armor) and the most importantly, more game play knowledge and experience too. And from this point of view, comes the No part of my answer.

Practically an older more experienced character will have the first chance in such an encounter, as it should be! But it is important to note that the younger, not so experienced character which also has some maxed out skills, won't be an easy kill. And if this young and not so experienced character is manned by a good player, or comes with a friend or two, the older one should really think twice, as he will probably not slaughter them like lambs!

MM Hell: In our first interview beginning of this year, you've been escaping my question about the player ability to change geography - can you answer it now? Apart from player run city building, how is it possible to change the geography of the world of Mourning?

Dan Antonescu: Yes, it will be possible, even if in not directly and in real-time. We'll allow the groups of player having the necessary resources to ask Gods to build personalised settlements for them. And if the gods think that they deserve it, and are in a good mood, they'll do it for them ;) Of course this won't happen immediately at the release, players will need to learn the game and gain the needed resources for such a thing, and we'll also need to add some more models to support these custom settlements in Mourning's world.

MM Hell: In addition to the above, how dynamic will Mourning be? Will players be able to change the world with their actions, in real-time? And how will they be able to do that?

Dan Antonescu: Yes, but as I told you above not in a "hardware" way, by modifying the geography of the world. Their changes will rather reflect in a "software" way, by influencing the political aspect of the world, and the way the storyline will evolve.

MM Hell: Also in addition to the above: what is the status on player run city building, non-instanced player housing? What will be in, what's planned?

Dan Antonescu: We're not planning for a housing system at release time, because of the lack of time, but also because we didn't yet find an acceptable way to introduce that into Mourning's world without using the different world solution (Instances). That wouldn't help with the game's immersion, so we won't do it. When we've found a solution we like, for that purpose, we'll add it in (via the monthly updates or an eventual add-on).



Next Page (Page 2) >>


{user_menu;;}
{gh_related;;}