The Secret World Details
Loads of info about Funcom's mysterious
MMO.
by
IGN StaffMarch 1, 2010 -
We caught up with Ragnar Tornquist, President of the Cool Name Club,
and the Game Director and Executive Producer for Funcom's upcoming
massively multiplayer online role-playing-game,
The Secret World.
IGN: What kind of MMO is The Secret World? How would you define it? Ragnar Tornquist: If you've played an MMORPG before, you'll know
your way around The Secret World from the get-go. You create a
character, join a secret society, and go out into the world to do
missions and kick demon ass for experience and loot. We're not out to
reinvent the wheel completely. But we're mixing things up quite a bit,
both with our role-playing system – which is skill based and level-less –
and with our combat, which is very fast-paced and action-packed. And,
of course, with the setting and the story. The Secret World takes place
in the modern day real world, and players are called upon to fight in
the coming war against evil. Dark days are coming and those with the
power to stand up and fight must do so – or our world will fall into an
eternal night.
IGN: If someone were only familiar with Age of Conan, how
will the overall structure of the game and the gameplay differ in The
Secret World in comparison? Ragnar Tornquist: The team has been working on The Secret World
for quite awhile, long before Age of Conan was released, and while
there's obviously interaction and sharing of ideas between teams, our
approach and philosophy has been a bit different. I don't think you'll
necessary see much similarity in structure and gameplay, but we get to
enjoy all the benefits of a mature engine and tool set. Age of Conan
looks beautiful and The Secret World will look even better, and there's a
huge advantage in being able to use many of their tools and
technologies in order to get The Secret World up and running a lot
quicker. We're at a point now where we're testing and tweaking the
gameplay, and being able to so at this stage gives us a lot of
confidence in being able to create a fun, exciting and long-lasting
game.
More specifically, our combat and role-playing systems are completely
different from those in Conan, as is our mission system and PvP. We're
slowly revealing our feature set, and we believe people will be excited
about the choices we've made and how The Secret World is taking shape.
Revnants (above), draugs and zombies will all act
uniquely.
IGN: How much of the game takes place in real-world areas, compared
to the fictional zones? What kind of effect does that have on how you
develop the art, the storylines, and the enemy types?Ragnar Tornquist: Most of the game takes place in locations that,
while they're not necessarily real places, should feel genuine – places
that could exist in the real world, like Kingsmouth, Maine, which is
inspired by several New England coastal towns. Our hub cities are
modeled on the real thing, though the specific neighborhoods we've built
are, obviously, fictional. As for other areas in the game, they're all
placed in recognizable locations – like Egypt – and we've done a ton of
research – including sending people from the team to take pictures and
speak with locals – to ensure that they feel as genuine as possible.
Of course, at the end of the day it's more important for us to create an
interesting and exciting world, and to support the gameplay mechanics
and the story, rather than be one hundred percent accurate. We're not a
world simulator: we're an action-packed contemporary fantasy game.
Our choice of locations has greatly affected both the story, the
monsters, the characters, the missions and the gameplay. The content is
specifically tailored to each location in the game, but it all ties
together into a very consistent universe with a deep history that goes
back millions of years. We've actually planned out several years' worth
of post-launch content – including exciting new locations. You should
see our design Wiki. It's enormous. It'll take us years and years to
reveal everything about our game world – which is a good thing, because
it's an MMO. We expect this game to be around for a very, very long
time.
IGN: The enemies in The Secret World have links to the paranormal, as
well as folklore. How will this be expressed in-game? By looking at
some of the concept art, it seems like you're trying for a horror theme.
Is that consistent throughout the game and how does that set The Secret
World apart from other titles? Ragnar Tornquist: The Secret World certainly has horror elements
in it, particularly in terms of the monsters – but that's not all.
There's contemporary fantasy, globe-trotting adventure, ancient myths
and urban legends. And our monsters vary from typical horror movie
mainstays – your zombies and vampires and chainsaw-wielding brutes – to
the more mythical – Wendigo, Sasquatch. But there's certainly a common
thread that ensures it doesn't feel like several different games in one:
all of our creatures and monsters have a role in the story, and there's
a reason behind their re-emergence into the world when the game starts.
Dark days are coming…
I think our setting sets us apart from every other MMO out there, and
that carries through to every part of the game – it's something we
continuously strive for and works towards, to create a unique world that
players have never seen before, and one that is exciting to explore and
experience.
Concept art for the male Draug. Entirely
pantsless.
IGN: What was the inspiration for the art direction and how does that
tie into the themes and structure of the world?Ragnar Tornquist: We certainly set out to be more 'real' than
many other MMOs; to create a world that feels alive, living and
breathing, genuine and – to some degree – realistic. As long as you buy
into the existence of demons, parallel dimensions, ancient lost
civilizations, magic, the living dead, immortal beings…of course.
Our art director – Christer Sveen – has a very distinct and very
decisive style that makes The Secret World stand out a great deal from
other MMORPGs, and that's served us well so far. I think people will be
able to take one look at a screenshot from the game and identify it as
The Secret World. And since the core development team has been around
from the very beginning, and has been instrumental in shaping and
creating the world, this direction carries through to every aspect of
the game – from the storyline and characters, to the missions and even
the PvP. We've left nothing to chance, and everything is explained…at
least internally. We don't want to explain too much to the players.
There must be room for mystery.
IGN: What is the setting for where these monsters are found? Are
they isolated from other areas in the game, or will these creepy enemies
be encountered throughout? Ragnar Tornquist: All of the monsters we've revealed so far are
unique to our New England location. When players travel to other parts
of the world, they'll encounter horrific creatures native to that region
and mythology. New England is just the beginning – it gets creepier.
Much creepier.
IGN: How will you encounter these monsters? Are they wandering around
in the open world, waiting for you to approach, or do they behave
differently? How does that mesh with the overall direction of the game?Ragnar Tornquist: The monster behavior is certainly appropriate
for the location. In Kingsmouth, the living dead will act like the
living dead – you know, eating corpses, bashing their heads against
doors, moaning "braaains". Other creatures behave as you'd expect such
creatures to behave. The only thing they have in common is a burning
hatred of humanity in general – and the player in particular – so you'll
probably find that they'll come running when they see you. And some
monsters cooperate. It's them against us, and the enemy of my enemy, as
you know, is my friend. Which goes for the players as well: Illuminati
and Templars aren't the best of friends, but when you're faced with a
thirty foot demon, such differences are put aside. At least temporarily.
Spectre concept art - creepy, amorphous ghosts!
IGN: Some of the enemies, such as Jack O'Lantern, sound like they
will be particularly powerful. Are these boss-type characters or will
there be multiple versions of them? Do they interact with other in
enemies any way? Ragnar Tornquist: Jack O'Lantern is certainly a powerful boss,
and there's only one of him…but he pops up in several places, all of
them tied to a storyline that players progress through, learning about
the origins of this creature and how it can be defeated – or at least
temporarily stopped. And Jack gets help from several different
creatures; he's not alone, something that players have to take into
account.
Other bosses may not be as unique – it really depends on the situation.
Some are specific to a location, others appear in multiple locations,
others again are just bigger and meaner versions of monsters you've
already encountered. There's a good mix which will keep players on their
toes. But bosses are definitely an integral part of the game. You'll be
fighting – and running away from – an amazing and eclectic collection
of meanies.
IGN: The zombies in The Secret World
appear to be a great deal larger than the standard brain-eating,
slow-walking zombie. What's the story behind this? How do these large
zombies fit into the broader world? Ragnar Tornquist: There are 'regular sized' zombies and then
there are 'super-sized' ones – the latter are specific to Solomon
Island, and the reason why they've grown so huge is part of the
storyline. Which I won't reveal, you'll have to play the game to find
out why. Most of our zombies aren't of the slow, moaning variety;
they're fast and they're furious. And the big guy? He's a hulk – in
every possible way.
IGN: What kind of powers will be available to these monsters? How
varied will the way enemies act be? Will a draug attack the same way as a
revenant? How do they move? Are they fast, or do they shamble towards
you? Does each type have a different range of attack? Do they ever
attack in groups? Ragnar Tornquist: Monsters attack in groups and they are a
diverse bunch. You won't find a zombie acting like a Draug acting like a
Revenant – they're all of them completely different in the way they
fight and in the abilities they use, and players are going to have to
learn how to defeat them. What works against one enemy won't necessarily
work against the next, and that's part of the fun of an MMO: as you
progress, as you learn about the world and your enemies, as your
character gains more powers and more flexibility, you'll be better
prepared for what the game throws at you. Expect to be thrown at... A
lot.
Jack O'Lantern concept art - a powerful foe.
IGN: What can we expect from other types of enemies in the world?
Will they be similarly frightening in appearance or does each area of
the game have a specific theme and tone? How do you go about building a
zone like this one and making sure it feels whole and consistent?Ragnar Tornquist: We've spent a long time working on each
location, the story and lore behind it, the characters and the monsters,
the art – from concepts to finished models – in order to make sure it
all fits together and makes sense. There's a reason and purpose behind
every monster, and each fills a specific role in the gameplay and story.
Also, each location in the game has a definite theme and distinct
style: Solomon Island and Kingsmouth is certainly more New England
Gothic; Egypt will be more about the ancient history, myths and legends
of that country, mixed – of course – with our modern take on it, and our
own unique storyline. Other locations are inspired in full or in part
by our research into that location. With the way we've organized our
teams, each team gets a location and focuses on that, which ensures
internal consistency, both in terms of art and gameplay.
IGN: Since the game is supposed to be very story-driven, how does
that affect the permanence of your actions within the game world and the
nature of the tasks you're given to complete? For example, after you've
killed the Jack O'Lantern, does it respawn or, for you, is it
permanently defeated? Ragnar Tornquist: MMORPGs are certainly difficult beasts in that
sense. The player can never be The One, capable of defeating –
permanently – the enemy and saving the world from darkness. That would
be quite silly and very unfair to everyone else. Besides, when does that
really happen? Heroics come from being part of something bigger, not a
lone wolf. That's why we've made that a central part of our story and
theme; to be one of many heroes, a soldier in an army of light fighting
the forces of darkness. And we do make an effort to explain why your
actions may not change the world completely. When we launch the game,
players are there to put a stop to evil spreading, and make sure the
outside world doesn't find out what's going on – protect the ancient
secrets, uphold the conspiracies and prevent widespread panic. After
launch, however, we do intend to introduce change to the world, to make
players feel as though the war progresses and grows, that the players
actually impact what happens.
As for an enemy like Jack O'Lantern – it would be quite disappointing if
only one party of players would be able to bring him down – so of
course, like any good villain, he pops up again. But we explain it and
make it part of our own mythology. As most people know, it's really hard
to kill off a good villain. I mean, have you ever watched Halloween or
Nightmare on Elm Street? Those dudes keep coming back!
This
is one of the Draug bosses. Badass.
IGN: Will any of these monsters try to communicate with you? Will
they attack on sight? How will they behave towards you? Ragnar Tornquist: You're at war and the enemy is usually quite
keen on seeing you dead, so yes, for the most part they'll simply attack
– if they think they have a chance at winning. If not, they might
choose to leave you alone, or run the other way. They're not stupid. And
there are certain cases where enemies will communicate with you – if
they feel they might get something back from changing allegiance. That's
certainly part of our storyline.
IGN: What do the creatures sound like? Do they have specific audio
cues? Do they change over the course of a battle? Can they be heard from
afar?Ragnar Tornquist: We have a fantastic audio director – Simon
Poole – who worked on both Dreamfall and
Age of Conan, and
he's given each specific monster a very clear identity. You'll find that
some monsters scream and roar, some speak – in languages both familiar
and strange; I can't wait for players to try and decipher those secret
phrases – and that they feel like real, living, breathing creatures.
Some will roar the second they see you; others will keep quiet until
they're right on top of you. The sound in
The Secret World is
a huge part of the atmosphere and the setting, and we're putting enough
attention into it to ensure that players won't want to turn the sound
down and the music off. It's all integral to the gameplay and the story.
IGN: Since we don't really know much about this game, will some of
the monsters require you group up with others to defeat? Will they drop
loot that you can then equip, or is the point of fighting them more
story-focused than loot-focused?Ragnar Tornquist: There will be much loot. Loot – and mission
rewards – is a key aspect of the game; to feel like you're getting
something back from being on the frontlines of the war on darkness. I
don't know about you guys, but being able to pick up a powerful new
weapon from the corpse of a fallen enemy – that's what life is all
about, mate.
Yes, many monsters do require a group to take down, but it's important
to note that you can play through large parts of The Secret World on
your own. It's very solo-friendly when it comes to the missions and the
story. Of course, it's always to your advantage to group up – and to
join a player-created cabal – but you can still get around and see most
of the content if you'd prefer to do that on your own. I personally like
the freedom to do that in an MMO, and I think most players appreciate
the fact that you don't always have to play together with others. I hope
we've managed to find a good balance between the two.
3D zombie model. Not your average, shambling
zombie.
IGN: Would you say combat is the primary focus of the game, or would
you say social interaction is more of the point of playing The Secret
World?Ragnar Tornquist: Is it a cop out to say both? Well, certainly
combat is hugely, hugely important. You'll spend a great deal of time
fighting terrifying beasts and terrible monstrosities. But so is PvP and
the faction – or secret society – gameplay, where players are
encouraged to join player-made cabals and fight for their side in the
secret war between the Templars, the Illuminati and the Dragon. Aside
from that, our hubs – London, New York and Seoul – are social arenas
where players are encouraged and given the tools to socialize and
interact with other players. And, of course, there's plenty of content
geared towards teams of four players, including missions and 'dungeons',
as well as larger groups.
I think in the long run – once players have played through the content;
the missions and the story – they'll naturally gravitate towards the
social gameplay, as well as the PvP, and our goal is to entertain and
engage the players long after they've gotten to that point. We want
secret worlders to stick with The Secret World for years and years – and
we're committed to giving them new content, new challenges and new
features on an ongoing basis.