yep playing the early access right now, its very smooth gameplay after a few hours u can see the aminiation doo fit the game well, it works , combat get intresting after aquiring some good skills,what i have seen of it, its simply a great mmo
The Secret World: A Bit of Vampire Slayer, a Bit of Bigfoot
The Secret World senior producer Ragnar Tornquist talks about launch stability, crunch time, and Joss Whedon's influence on the upcoming MMOG.
Modern MMOGs work so hard to invite newcomers. How conscious were you about making the game friendly? Did you ever worry about crossing the line into "shallow" or "dumbed down?" What did you do to ensure you fell on the right side of that line?
The Secret World is probably a little bit tougher and a little bit more challenging than some other MMOs--but that's OK. Our players like a challenge, and I think players are smarter and more crafty than they often get credit for. We do try to make the game accessible, of course, and anyone who has ever played an MMO should be able to get to grips with the core mechanics within a few minutes--but the game is no walkover, and players will need to use their heads a bit more. Also, without a class or level system, there's a huge amount of freedom in how you develop your character, and that's a bit of an adjustment--but it also means you're not stuck with the choices you made when you started out.
During the beta phase, combat and animations were two of the negative points that players talked about. What were your reactions--surprise, worry, or something else? Did your priorities change based on player feedback from the beta?
Our priorities didn't really change, since we already knew those were two areas where we needed to improve and do more work. The feedback confirmed our own assessment, but it was still good to see what players wrote and what they suggested. We made a lot of changes based on that feedback and our own internal evaluations--all of them for the better.
"I'm absolutely sure that launch will go smoothly."
So let's just get this out of the way: Funcom doesn't enjoy a reputation for stable game releases. I have no doubt you were conscious of this, and are working to minimize launch difficulties. What kind of resources were put into making The Secret World a smooth experience out of the gate? How confident are you about the upcoming launch, and how confident should players be?
We're extremely confident, and so should players be. Funcom's last launch was the Age of Conan expansion pack--Rise of the Godslayer--and that was a perfectly smooth and stable launch without any technical issues whatsoever. Our technology and knowhow is top-notch, and based on how well our beta weekends have gone, I'm absolutely sure that launch will go smoothly.
Music is one of the most important aspects of both of your previous MMOGs, Anarchy Online and Age of Conan. How much focus did you put on audio and using music to affect the player's emotional state?
We've put a lot of focus on music and audio in the game, and our audio director, Simon Poole, is one of the best in the industry--I've worked with him since Dreamfall, and I wouldn't want to work with anyone else. The music is really important to our game, particularly our dynamic combat music that changes and evolves depending on the situation. Also, every area in the game has a different feel to it, both in terms of music and sound effects, and that's something players will definitely notice and appreciate. Our composer, Marc Canham, is an industry pro, and his soundtrack for The Secret World is fantastic. I can't stop listening to it.
Ultimately, you want your game to stand out in a sea of other games in the genre. Do you feel you've done enough to make The Secret World different enough to peel players away from games like Rift, World of Warcraft, and Star Wars: The Old Republic?
I believe The Secret World is a very, very different game from the ones you mention here, and I think players are going to feel it's a refreshing change from the class-and-level-based MMOs they're used to. We've really strived to give our game a completely different vibe, and I believe The Secret World has soul--it stands out, players respond to it emotionally, and it grabs you in a way that few games do. I don't think it's comparable to anything else out there, in a good way.





