Ragnar summarized his goals in describing the “four pillars” of The Secret World:
A true MMORPG experience – “This is an MMO story in every sense of the word.” Though soloing is viable, the game’s story will be primarily told through gameplay and world events.
Freeform character progression – Templates – equivalent to a TCG starter deck or the “auto level up” in an RPG, will be available, but players can mix and match their magic, ranged, and melee skills with absolute freedom, should they wish to.
The Secret War – Faction battles will heat up in predetermined settings and rulesets as determined by the fictional Council of Venice, but indirect PvP – society tasks, including diplomatic maneuvers, espionage, backstabbing, and sabotage – will be an ongoing thing.
A modern day setting where everything is true – Seoul, London, New York, Transylvania, the Himalayas… every setting in-game roughly mirrors its modern day counterpart, and the mythos and conspiracy theory used in the game are culled from real-world history.
Also interesting:
'Venturing onward, Joel told us of Kingsmouth’s “zombie ecology” – Zombie females create pods, males incubate them, the pods hatch, and zombie invasions happen. Interrupting any part of this chain allows the few humans left inside Kingsmouth a breather'
'Off camera, Joel hinted at investigation missions – open world puzzlers that require players to use their brains (and Google saavy) to work their way through short mysteries'
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
The ease with which predictions are made on these forums: Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
This recent GDC show has been very strong for The Secret World. The press was impressed and I, always fascinated with the concept, was impressed too, especially after looking the new gameplay videos.
However, it is extremely disappointing to see them abandon their original PvP vision, one which I loved.
Bruusgaard and Tornquist talked about the player-versus-player portion of the game, which is optional and apparently easy to access 24/7. The area in which you fight in is the hollow Earth. This region is known as Agartha and divided into cells that players can fight over for benefits. A precious resource known as "anima" is available here, and it is vital for weapon upgrades or to acquire new trade skills. When a group captures a cell, it receives bonuses that can help the group in the player-versus-environment areas. You can also build defenses to help hold your cell, which is intended to give cabals the feeling of owning and protecting something that is theirs.
This was so much more interesting than the battleground system they just talked about, it's almost unbelievable they chose to forgive innovation and carbon copy WoW and its clones with PvP. I just hope they still have something like that even for PvP servers only, but it's more of a desire than actual chance-based hope.
The old plan for PvP did sound much more interesting and fun. But, something tells me they had to abandon it due to programming and balance issues. At least they have the core principal of the three factions against one another intact. Hopefully, this can grow to something more interesting in the future.
Originally posted by Feydaway The old plan for PvP did sound much more interesting and fun. But, something tells me they had to abandon it due to programming and balance issues. At least they have the core principal of the three factions against one another intact. Hopefully, this can grow to something more interesting in the future.
The PAX videos only went over the introductory stuff. PvP seems like a main focus for the game so I'd be surprised if there was no other PvP besides the battleground and the open world. The Hollow Earth area could be a higher tier of PvP content that you reach once you get enough reputation or enough shoggoths nailed to your trophy wall..
I can not remember winning or losing a single debate on the internet.
The old plan for PvP did sound much more interesting and fun. But, something tells me they had to abandon it due to programming and balance issues. At least they have the core principal of the three factions against one another intact. Hopefully, this can grow to something more interesting in the future.
The PAX videos only went over the introductory stuff. PvP seems like a main focus for the game so I'd be surprised if there was no other PvP besides the battleground and the open world. The Hollow Earth area could be a higher tier of PvP content that you reach once you get enough reputation or enough shoggoths nailed to your trophy wall..
Unfortunately, that doesn't seem to be the case. This is an official response on the game forums:
Everyone calm down.
Agartha PvP isn't "out", it just didn't work as well expected as it was originally conceived.
The Council of Venice was created by the Societies hundreds of years ago and is made up of representatives from the 3. It dictates how the Secret War is fought, to prevent the unwashed masses from becoming aware of the dark secrets of the world.
It's not "shoe-horned" in. It fits very well with the lore of the game and provides some framework for PvP. The fact that the Council has determined that the war will only be fought in certain areas of the world means that friends in different societies are able to team up for PVE content. Remember that the Societies are united in their fight to contain the dark powers that are rising. But they are bitterly opposed at who should control the power and determine the destiny of the world.
Not sure if it has been mentioned, but another form of "PvP" will be ARG "Raids", where periodically ( monthly or so) Societies will compete to solve an Investigation Mission, and to the victor go the spoils (Society buffs and other rewards).
Remember this was just an introduction to some of the features and mechanics. It's not intended to be an in-depth look at particular features.
Basically, they scrapped it for good. Disappointing, and highly so.
Meh, I mean it looks ok, the character movements and animations look really smooth, but honestly I play MMOs and other games {fantasy ~ sci-fi} to escape the modern world. If I wanna play in the modern world, I'll get up and go outside...lol
Yeah, but that competetive race to solve an investigation/emergency sounds like it could be REALLY cool.
I don't get the sense that this game is primarily PvP...It's a PvE game with some fun PvP thrown in.
Dude, that "sense" was instilled by FUNCOM themselves when they announced that "PvP conquest mode" back then.
Now that they scrapped it, obviously it remains a PvE game with some fun PvP thrown in...Just like everything else on the market. This isn't an excuse, on the contrary, they had a chance to actually fulfill their promises and deliver a compelling game both in PvE and PvP.
Comments
Thanks for the link!
I loved this part in the interview:
Ragnar summarized his goals in describing the “four pillars” of The Secret World:
A true MMORPG experience – “This is an MMO story in every sense of the word.” Though soloing is viable, the game’s story will be primarily told through gameplay and world events.
Freeform character progression – Templates – equivalent to a TCG starter deck or the “auto level up” in an RPG, will be available, but players can mix and match their magic, ranged, and melee skills with absolute freedom, should they wish to.
The Secret War – Faction battles will heat up in predetermined settings and rulesets as determined by the fictional Council of Venice, but indirect PvP – society tasks, including diplomatic maneuvers, espionage, backstabbing, and sabotage – will be an ongoing thing.
A modern day setting where everything is true – Seoul, London, New York, Transylvania, the Himalayas… every setting in-game roughly mirrors its modern day counterpart, and the mythos and conspiracy theory used in the game are culled from real-world history.
Also interesting:
'Venturing onward, Joel told us of Kingsmouth’s “zombie ecology” – Zombie females create pods, males incubate them, the pods hatch, and zombie invasions happen. Interrupting any part of this chain allows the few humans left inside Kingsmouth a breather'
'Off camera, Joel hinted at investigation missions – open world puzzlers that require players to use their brains (and Google saavy) to work their way through short mysteries'
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
Just started watching the gameplay presentation videos, they have a hickup after the first few seconds but after that they look great!
I like it how they show an introduction gameplay walkthrough of the Kingsmouth area.
The ACTUAL size of MMORPG worlds: a comparison list between MMO's
The ease with which predictions are made on these forums:
Fratman: "I'm saying Spring 2012 at the earliest [for TOR release]. Anyone still clinging to 2011 is deluding themself at this point."
This recent GDC show has been very strong for The Secret World. The press was impressed and I, always fascinated with the concept, was impressed too, especially after looking the new gameplay videos.
However, it is extremely disappointing to see them abandon their original PvP vision, one which I loved.
Bruusgaard and Tornquist talked about the player-versus-player portion of the game, which is optional and apparently easy to access 24/7. The area in which you fight in is the hollow Earth. This region is known as Agartha and divided into cells that players can fight over for benefits. A precious resource known as "anima" is available here, and it is vital for weapon upgrades or to acquire new trade skills. When a group captures a cell, it receives bonuses that can help the group in the player-versus-environment areas. You can also build defenses to help hold your cell, which is intended to give cabals the feeling of owning and protecting something that is theirs.
http://pax.gamespot.com/story/6217088/the-secret-world-updated-impressions-
This was so much more interesting than the battleground system they just talked about, it's almost unbelievable they chose to forgive innovation and carbon copy WoW and its clones with PvP. I just hope they still have something like that even for PvP servers only, but it's more of a desire than actual chance-based hope.
Executive Editor (Games) http://www.wccftech.com
The old plan for PvP did sound much more interesting and fun. But, something tells me they had to abandon it due to programming and balance issues. At least they have the core principal of the three factions against one another intact. Hopefully, this can grow to something more interesting in the future.
The PAX videos only went over the introductory stuff. PvP seems like a main focus for the game so I'd be surprised if there was no other PvP besides the battleground and the open world. The Hollow Earth area could be a higher tier of PvP content that you reach once you get enough reputation or enough shoggoths nailed to your trophy wall..
I can not remember winning or losing a single debate on the internet.
was interested until the pvp video.
way to fail.
a unique game idea turned into every other mmo thats been released recently.
scrubs.
Unfortunately, that doesn't seem to be the case. This is an official response on the game forums:
Everyone calm down.
Agartha PvP isn't "out", it just didn't work as well expected as it was originally conceived.
The Council of Venice was created by the Societies hundreds of years ago and is made up of representatives from the 3. It dictates how the Secret War is fought, to prevent the unwashed masses from becoming aware of the dark secrets of the world.
It's not "shoe-horned" in. It fits very well with the lore of the game and provides some framework for PvP. The fact that the Council has determined that the war will only be fought in certain areas of the world means that friends in different societies are able to team up for PVE content. Remember that the Societies are united in their fight to contain the dark powers that are rising. But they are bitterly opposed at who should control the power and determine the destiny of the world.
Not sure if it has been mentioned, but another form of "PvP" will be ARG "Raids", where periodically ( monthly or so) Societies will compete to solve an Investigation Mission, and to the victor go the spoils (Society buffs and other rewards).
Remember this was just an introduction to some of the features and mechanics. It's not intended to be an in-depth look at particular features.
Basically, they scrapped it for good. Disappointing, and highly so.
Executive Editor (Games) http://www.wccftech.com
Yeah, but that competetive race to solve an investigation/emergency sounds like it could be REALLY cool.
I don't get the sense that this game is primarily PvP...It's a PvE game with some fun PvP thrown in.
Meh, I mean it looks ok, the character movements and animations look really smooth, but honestly I play MMOs and other games {fantasy ~ sci-fi} to escape the modern world. If I wanna play in the modern world, I'll get up and go outside...lol
Dude, that "sense" was instilled by FUNCOM themselves when they announced that "PvP conquest mode" back then.
Now that they scrapped it, obviously it remains a PvE game with some fun PvP thrown in...Just like everything else on the market. This isn't an excuse, on the contrary, they had a chance to actually fulfill their promises and deliver a compelling game both in PvE and PvP.
Executive Editor (Games) http://www.wccftech.com