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    The Secret World (April 2012)

    Shu
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    Post by Shu Thu Mar 10, 2011 2:06 pm

    latest video here.

    http://www.tentonhammer.com/tsw/gdc11/gdc2011-videos

    the only thing i am not sure i like about tsw is the classless system since u only allow to equip 7 active and 7 passive skill

    it kinna make ur char less unique in my view.they should consider just follow a tree branch and slowly advance in different skill tree instead.

    nevertheless i will test it cos i love modern mmo and there isn't any good ones atm
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    Post by Snow Thu Mar 10, 2011 8:40 pm

    Hmm it might have less destinction between the same classes, but if the classes themselves are very seperate from each other you won't have much of a problem not being super special compared to others in your class.

    At the same time, the little ammount of skills, if a class has a lot of good skills, will actually promote different kind of builds inside the same class. Since if you can only take 7 skills and there are 20 GOOD skills, you ll have to pick 7 out of 20 leaving 13 other GOOD skills out of your skillbar.

    DCUO has only 6 skills on bar, so that's what I'm reffering to here.
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    Post by Shu Thu Mar 10, 2011 10:43 pm

    ya that why i will test this and not just skip it.from gameplay video it does look pretty decent.might not be a good choice for long term gaming but short to mid term i think this will be fun like dc universe hehe
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    Post by Snow Thu Mar 24, 2011 2:40 am

    :O now this game got my interest aswell, after watching this video. I have to say I had my doubts if it was worth looking after, but this video shows some really promising stuff.

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    Post by Shu Thu Mar 24, 2011 3:01 am

    ya snow.already posted this video snow hehe but ya i will test this game cos i like modern doomsday mmo style.basically i like all the features like 3 faction/graphics/weapons etc except for the battle system which i have some doubts so i will need to test it.

    out of 500 skills u can only pick 7 active and passive pffft
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    Post by Snow Thu Mar 24, 2011 3:22 am

    Shu wrote:out of 500 skills u can only pick 7 active and passive pffft

    You do realize, that Guild Wars, had about 300 skills per class and could only put 8 on skill bar yet it was a huge success

    Small skill bars, with loot of stuff to choose from is a very good system, as long as they allow changing, so you can build your own skill setup, and adjust your toon to your own liking once you realize you prefer to play differently during the actual game-play

    What I was wondering about, if the combat system is not too action type for you though :O?
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    Post by Shu Thu Mar 24, 2011 5:43 am

    well i never play such system before so i cant comment if its good or not.just have to test it.

    action base combat system is fine.i do play action game console games.like arpg types but ya i prefer a mixture of action with mmo/rpg elements.
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    Post by Shu Wed Apr 06, 2011 8:44 am

    The Secret World developers just sat down with Gamesnafu and revealed more secrets about the upcoming skill-based action game, including the death penalty, PvP and quest mode. Read on to find out more details.
    Though in the interview, the developers from Funcom aren't ready to
    talk about some specific details, as usual, they shed some light on the
    death system. According to Lead Designer Martin Bruusgaard, they don't
    want to give players the chance to exploit this system as a fast travel
    system. He reveals that players will be penalized on time, instead of
    stuff, items or experience. Bruusgaard doesn't go deep into the
    mechanics of time penalty but he points out that "we don’t want a
    situation where our players will quit playing because they feel the time
    penalty is too harsh."

    The Secret World (April 2012) - Page 4 Thesecretworld2s
    PvP is free for all in the fight club of every hub city. What's
    special is that you can even make a gank. Although it's a little bit
    dirty and unfair to some of you, it seems that it's really what the
    developers want to see, "what we usually see in games like this is that
    these areas are being self-policed by the players. If a player plays
    dirty, he will be punished by the other players." Besides, fighting club
    can be occupied by other factions. For example, a group of Illuminati
    players burst into Templars' fight club and occupy it while Dragon
    players may suddenly come and kick Illuminati out if it.

    The Secret World (April 2012) - Page 4 Thesecretworld3s

    There will be a mission type called Sabotage. Described by the
    developer as a similar gameplay style to the original Deus Ex game where
    you avoid security cameras, disable traps and hack computers etc,
    Sabotage's traps can be disabled/enabled by everyone. "This becomes
    interesting when other players can accidentally trigger an alarm in the
    camp you are sneaking through," says the developer.

    The Secret World (April 2012) - Page 4 Thesecretworld1s
    At last Martin Bruusgaard talks about the clothing. We've told before
    that all clothes in the game are for aesthetics and have no stats. The
    items that have stats are body modifications, which is invisible. "In
    The Secret World you will see people dressed up the way they want to
    look, not the way they are forced to look if they want to have the most
    optimized character."
    Source: gamesnafu
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    Post by Shu Thu Apr 07, 2011 5:32 pm



    I know about as little about The Secret World
    as the name of Funcom's next MMO implies. In the five years since its
    inception, I've only seen a few of the game's playable zones, little
    actual combat, and have never played it myself. It exists though, and
    today IGN brings you the latest trailer.


    But even the "Everything Is True" trailer shows off very little of the
    actual game. Instead it gives context. The Secret World is set in a
    world very similar to ours, except, as the video says, all the nutty
    conspiracy theories out there actually exist. I caught up with Ragnar
    Tornquist, who is directing The Secret World, to find out just how all
    these crazy ideas come together.


    Though The Secret World allows players to jump around due to the virtues
    of having a level-free progression system, the story is meant to be
    linear. "Players can go anywhere they want," Tornquist says. "Of course,
    having an open world and no levels doesn't mean we have a completely
    flat game. The difficulty scales, and players have to get the right gear
    and the right powers in order to tackle the tougher challenges."
    Despite this, by raising the right skills early and grabbing some
    friends, the creators admitted at GDC that players could theoretically
    jump straight to the endgame, but that they may find themselves unable
    to do large portions of the rest of The Secret World.


    Many of the missions that make up much of the structured content of The
    Secret World revolve around small story arcs that are tied to the area
    they are in, but they might hint at a broader, overarching story. Then
    there's the story of your faction. Depending on which you choose -- the
    Dragon, the Templars or the Illuminati -- your story mission will be
    different. "The Templars are all about their crusade against evil,"
    Tornquist tells us. "The Illuminati only want to manipulate and control
    and, hopefully, put a boot up the ass of their sworn enemies, the
    Templars; and the Dragon...well, the Dragon's ways are mysterious, and
    players aren't necessarily given a lot of information to go on, but
    suffice it to say that the Dragon likes to cause chaos." The different
    motivations of the three factions will hopefully provide plenty of
    motivation for leveling alts, although whether you'll be able to
    maintain multiple characters on the same server is undecided at this
    point. Funcom
    wants your faction choice to be significant, and at GDC earlier this
    year they told us they were still weighing the pros and cons of allowing
    characters from multiple factions for the same player on the same
    server.


    The Secret World (April 2012) - Page 4 The-secret-world-20110407110019588-000The settings promise to span the globe.




    Regardless of your faction choice, your story arc, Tornquist informs us,
    will have a beginning, a middle and an end. Sort of. "Players will have
    an arc to follow, through the story mission that begins with the origin
    story and the first visit to their hub city, and carries on through
    every location in the game, leading to an epic conclusion...and
    cliffhanger." He tells us they already have a few years' worth of
    post-release content planned out (and some even currently in
    production). This includes new powers, just in case you somehow manage
    to learn all 500 within like three days.


    The assumption, of course, is that in actuality there will be hundreds
    of hours of content, a sentiment echoed by Tornquist himself. Though he
    believes that, given the nature of the not-so-simple investigation
    missions, which he says may require the cooperation of the entire
    community, some investigations "could take months."


    Your choice of faction affects more than just your story -- it affects
    which skills you are able to obtain. " There is a sizable selection of
    really cool and unique powers that players will earn as they gain ranks
    and progress within their secret society," Ragnar Tornquist says. "These
    are themed to match the philosophies of each society." This could lead
    to interesting player-versus-player scenarios, but also the potential
    for imbalance. Tornquist is confident that the 1v1v1 nature of their
    faction system means that even if one society becomes stronger than the
    other two, there's nothing stopping the remaining factions from "ganging
    up on the schoolyard bully."


    The Secret World (April 2012) - Page 4 The-secret-world-20110407105945978-000Funcom wanted to make sure we were aware that this was a demon and not a dragon.




    Funcom plans to make the time spent as enjoyable as possible, of course,
    and part of that is ensuring that everything -- from cinematics (of
    which we are told there are over 300) to conversations with NPCs -- will
    be fully voice acted. I've seen some samples, and remember at the time
    thinking that it walked the line between dramatic and over-the-top
    hokeyness.


    I have a feeling that's mostly intentional, as Tornquist sites a vast
    number of sources as inspiration for the story The Secret World, from
    H.P. Lovecraft, Edgar Allen Poe and Clive Barker to Joss Whedon,
    Hellblazer and the X-Files. The best stories, however, have endings. We
    asked Tornquist, given the interconnectivity and the planned
    "cliffhanger," if he had an ending planned for The Secret World as well.



    "Yup"
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    Post by Shu Fri Apr 08, 2011 10:26 am

    Content is something that can separate good games from common games
    and it's what the developer of some huge projects really care about. The Secret World
    is Funcom's big deal in 2011 and the developer, of course, tries to
    make impressive story to back up its gameplay features. Ragnar
    Tornquist, the producer and director of The Secret World, just told Eurogamer that they've prepared for "seven years" of post-launch content and story.

    The Secret World (April 2012) - Page 4 The_secret_world2
    Although Funcom keeps this project in darkness without telling the
    public too many gameplay details, they've already begun to work on the
    content and story after launch. And one of the new features that will be
    added in the future is mount. But according to Tornquist, they just
    plan to make the mounts as an aid to travel.

    The Secret World (April 2012) - Page 4 The_secret_world1
    On the other hand, Ragnar Tornquist talks about the story of The Secret World on the game's official site.
    The story in The Secret World is a giant jigsaw puzzle, says Tornquist,
    there are thousands of pieces scattered all over the game world, both
    figuratively and geographically, that form the whole backstory. What's
    more, all these pieces are infused into every corner and everything in
    the gaming world, the mission cinematics, dialogue, gameplay mechanics,
    the environment and monster ecologies, even the sound and music.
    Everything has story, everything has context and everything has meaning.
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    Post by Shu Fri May 13, 2011 7:54 pm

    Next week we have an interview on all things TSW with none other than Ragnar Tørnquist
    himself, but for this week let’s focus on something that will likely
    play a very key role in the shaping of Funcom’s Secret World: the
    factions. Each one has their own goals and designs for the future of
    mankind and Earth, and there’s a whole lot of reason to start thinking
    now about just which one you wish to pledge allegiance to. I’m
    personally hoping that the three-faction setup of TSW leads to some
    long-missed “realm pride” in Funcom’s upcoming MMO.

    In
    terms of the game itself, it seems that you’ll be able to play together
    and quest together with members of the opposite faction with the idea
    being that the NPCs are a larger threat than opposing factions.
    Additionally, while there will be certain skills and items which are
    only available to one faction, Funcom is promising that each faction
    will be balanced accordingly. All that said there’s got to be a reason
    for three distinct groups to be at each other’s throats, right? Let’s
    recap what each of these sects stands for.

    The Secret World (April 2012) - Page 4 TSW_t



    The IlluminatiThe
    Illuminati are sort of the pirates of TSW. Now hear me out. Their
    motto is “Sex, drugs, and Rockefeller” and they pride themselves on
    their cutthroat tactics and bad boy persona. Throw an eye patch on them
    and give them a sabre and you’re set to rule the seven seas. Their
    whole existence is founded on the principle of looting and plundering
    the many mysteries of heaven, hell, and the mortal realm. They will
    exploit every advantage they can in the search of power and wealth.
    There’s no honor or rules… there’s only the pursuit of the shiny. This
    one’s for the gear-driven folks, eh?

    The Secret World (April 2012) - Page 4 TSW1_t



    The TemplarsThese
    are the “Lawful Good” characters of the The Secret World. The Templars
    truly believe they are the righteous in a world filled with
    ne’er-do-wells. Their only goal is to rid the world of evil and
    deliver it unto the light by force… and everyone knows they have the
    capability to back up all that trash talk. They’re brutal and
    uncompromising, but they know that their cause is just and ample reason
    for any eggs that must be broken along the way.

    The Secret World (April 2012) - Page 4 TSW2_t

    The DragonThey’re ninjas.

    Oh,
    you probably want more than that. The Dragon are the stealthy,
    espionage driven faction in Funcom’s recreation of the world. They
    excel at playing their enemies against each other and assassinating the
    right people behind a cloak of shadows. While the Templars outright
    declare war, the Dragon wait in the wings, slip a vial of poison into
    the right cup, and live to fight another day. They don’t care for
    spoils of war or “righting the wrong”. The Dragon is all about
    respecting the balance between dark and light, and they’ll do anything
    and everything they can to make sure that balance is maintained and the
    scales never tip.

    The Secret World (April 2012) - Page 4 TSW3_t


    So
    now the question is: which of the above three do you find the most
    appealing? Is it the shrouded and mysterious keepers of the balance,
    the power-hungry and obsessed, or the zealous and righteous militaristic
    type? One thing I know for sure is that it’ll be really interesting to
    see how the numbers shake out and what sort of driving force the war
    between the factions has on the rest of the game’s direction.
    Shu
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    Post by Shu Fri May 27, 2011 8:15 pm

    The Secret World (April 2012) - Page 4 TSW-Video
    Click the image above to watch an exclusive developer diary about Story & Missions in The Secret World
    MMORPG.com:
    You
    say that you want to give meaning to everything in the game, including
    crafting. how is crafting in the Secret World more meaningful than that
    system has been in many of today's leading MMOs?
    Joel Bylos:
    We're not really ready to talk about crafting yet. Kudos for slipping that one in though!


    MMORPG.com:
    How
    will you deal with the fact that MMO players will share the answers to
    the various in-game puzzles online as soon as they are solved? Doesn't
    this take away from the experience?
    Joel Bylos:
    Collaboration,
    in my opinion, is one of the great strengths of the multiplayer genre
    (probably the human race). Why discourage people from sharing their
    knowledge? While I think intentional spoilers (like somebody spamming
    global chat with answers etc.) will receive some action on behalf of
    customer service, I see no problem with external sites that contain
    spoilers. Players would need to spoil themselves. Part of the
    problem is the emphasis most games put on progression. If people are
    doing something *only* to be rewarded, then they will search for the
    path of least resistance. The aim is to make the challenges enjoyable
    enough that the players feel rewarded simply for overcoming them. This
    is something we are encouraging in every aspect of The Secret World - no
    levels and classes takes the emphasis off *acquisition* and hopefully
    puts it back on *enjoyment*. I think players who are stumped
    by tough riddles will appreciate the help and support of their fellow
    players, and no, I don't see this as a problem as long as people need to
    actively search for spoilers. You can do this on any single player
    game, as well.
    The Secret World (April 2012) - Page 4 TSW1_t
    MMORPG.com:
    Will
    players be led from one story point to the next in order, or is TSW's
    story somehow crafted in a way that allows for real, player-driven
    discovery rather than "on rails" revelation?
    Joel Bylos:
    Story
    missions are more of an "umbrella" mission. For example, one of the
    early goals in the story mission is "Investigate events in Kingsmouth".
    Through exploration and completing other missions in the area, the
    player will come upon the trigger which updates that goal in their own
    time - we don't tell them where to go or what to do. The Story
    Mission has a nice mix of these open-ended moments and also tightly
    scripted linear sequences. This encourages good flow and allows people
    breathing space between big revelations.
    MMORPG.com:
    The
    dev diary makes mention of the fact that all characters in TSW are
    motion captured and voice acted. Will this be the case at launch or will
    it only extend to the opening parts of the game as was the case in Age
    of Conan?
    Dag Scheve:
    We're
    putting a lot of emphasis into making characters in The Secret World
    believable, and giving them a voice is one aspect of that. Our aim is to
    have all characters in The Secret World fully voiced at launch, from
    the start of the game and all the way to the end game content.
    The Secret World (April 2012) - Page 4 TSW1_t
    MMORPG.com:
    You
    say that the most important story in The Secret World is "your" story,
    meaning the story of the players. With that said, how is my story, as a
    player, going to be different from the stories of every other player?
    Dag Scheve:
    When
    we're talking about your story, we're talking about the one you'll
    create for yourself. How you experience the game, the friends you'll
    make and the alliances you'll forge. Your experience will be different
    because you're you, with your unique point of view. Everything you
    experience in the game is part of your story, and your experiences are
    always the most important.
    MMORPG.com:
    How
    do the specific mission types mentioned in your dev diary differ from
    the standard MMO missions that exist in nearly every other game?
    Joel Bylos:
    I
    think that all missions in every game (single player included) can be
    boiled down to a certain number of mechanics. So it is my firm belief
    that it is the wrapping of missions that matter. It's not what you do,
    but *how* you do it. That said; let's talk about the main mission types
    in TSW. Action Missions - These are the closest in style to
    what we see in other MMOs. However, the team is encouraged to come up
    with mechanics that feel fresh. How about instead of killing 10
    monsters, you fire a flare which lights an area so that a sniper can
    take things down for you? What about a mission that first asks you to
    collect the ingredients for various bombs, creating them and then has
    you setting up a tower defense style gauntlet to lure monsters through?
    Action missions cover the usual suspects, but with a twist that will
    surprise you. Sabotage Missions- Sometimes in TSW it is
    necessary to recover information covertly or complete a mission without
    revealing yourself to outsiders. To this end we have created
    mechanics that encourage an unorthodox approach to problem solving.
    Security systems that must be bypassed, enemies who will incapacitate
    rather than kill you, environmental hazards and triggers which ask the
    player to react. Sabotage missions usually have open ended goals.
    Instead of "Use the Keypad, Open the Door, Enter the base" we simply say
    "Enter the Base". One player might go over the fence. One player might
    use a passcode to get through the blast door. One player might just
    blast down the blast door. Hell crafty players might just wait until
    *someone else does the work* and then sneak through the still-open door.
    The idea of Sabotage missions is to encourage players to find creative
    gameplay solutions in line with their playing style. Investigation
    Missions - These missions are really the connecting line between the
    real world and The Secret World. Your character needs answers, answers
    that can often only be found through searching the vast annals of human
    knowledge. Instead of trying to include all of the knowledge of human
    experience inside the game world, we simply acknowledge that answers
    exist on the outside. And then we let players research and uncover these
    things to solve in-game problems. Some investigations are
    informational - you have to search for the right information which clues
    you into what to do next. Some of them are logical - figure out a
    sequence of numbers or a series of events. Some require very specialized
    knowledge - hack this computer using a series of commands only a
    hardcore hacker would know or translate a riddle from this language
    which is only spoken by 300 people on earth.

    The Secret World (April 2012) - Page 4 TSW_t
    MMORPG.com:
    Will
    groups of friends be required to be a part of the same secret society
    in order to participate in the story missions that relate specifically
    to the secret societies?
    Joel Bylos:
    The
    story mission is keyed to the individual player. You cannot share the
    story mission, though you may share similar goals sometimes with someone
    in another society. So yes there are times when banding together for a
    common purpose is possible...just don't ever trust anybody from another
    secret society!
    MMORPG.com:
    One
    of the biggest problems facing new MMOs today is the expectations game,
    with player expectation often reaching well beyond the developers'
    original scope for the game. As of right now, are there any myths or
    misconceptions floating around about The Secret World that yo'd like to
    take this opportunity to correct or address?
    Joel Bylos:
    I
    would simply encourage our future players to get themselves out of a
    treadmill mindset. There is progression in TSW, and your character will
    become more powerful through diversification and gear, but don't make
    the mistake of thinking we want people running through the world looking
    for the endgame. In a very real sense, TSW is all endgame.
    The Secret World (April 2012) - Page 4 Revenant4_tThe Secret World (April 2012) - Page 4 Revenant5_t
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    Post by Shu Fri May 27, 2011 8:23 pm

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    Post by Forseti Sat May 28, 2011 11:14 am

    looks really good. looking forward to trying this out!
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    Post by Shu Sat May 28, 2011 11:43 am

    ya fors i will try this for sure also.but better don't rush into pre-order this time untill after we tested hehe.

    i like so far most of the feature but the limited skill slots need to be tested.also since this game have designated pk zone and non pvp zone the questing must be fun or will end up boring as well.but looking at the video i think this will be a pretty good horror gene mmo.just hope they have loads of content for us ^^

    also hope the release date don't crash with the other good mmo lol.will give us time to test each one and see which one is best
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    Post by Forseti Sat May 28, 2011 7:36 pm

    Hahaha yeah i've learned my lesson not to pre-order any MMORPG anymore. Almost all the games pre-ordered usually end up a flop or last only for a few weeks.
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    Post by Shu Tue May 31, 2011 7:09 pm

    posting the new video here from a few post back since its out on youtube finally ^^

    the mission quests look very good.cant wait to test.


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    Post by HereCumsThePain Wed Jun 01, 2011 9:31 am

    You talking about FFXIV issit! lol but we already knew ffxiv would be a good game after like 10 years....O_O!!!
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    Post by Shu Fri Jun 10, 2011 2:13 pm

    The Secret World (April 2012) - Page 4 199050

    Throughout the week, Funcom has revealed three new locations that players will visit in The Secret World: Atlantic Island Park, the Accursed Woods and Innsmouth Academy.
    While the lore surrounding these areas is certainly interesting, we
    want to know what they look like in-game. Funcom must have read our
    minds because they just posted three screenshots of the locations on the
    game's Facebook page!

    In the above image, a character shoots at one of the "hideous things" you'll find in the Accursed Woods.
    You can view the screenshots for the abandoned amusement park and the
    Illuminati school after the jump. Click on any picture for a larger
    version, or check them all out in our gallery.Atlantic Island Park
    The Secret World (April 2012) - Page 4 199051
    Innsmouth Academy
    The Secret World (April 2012) - Page 4 199052
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    Post by Shu Fri Jun 24, 2011 10:15 am

    The Secret World (April 2012) - Page 4 Vlcsnap-2011-06-23-13h19m39s192-612x337


    Joel Bylos, Lead Content Designer for The Secret World

    After my philosophical post of a couple of weeks ago, I thought this
    would be a good opportunity to get into the practical side of building
    the world in The Secret World.

    But keep in mind that this is the short version of a process that takes months!

    Identifying Purpose

    Every location that is in the game is there for a reason. The first
    step in creating a new location is identifying its purpose. How does
    this fit into the story? What does this area showcase that is unique to The Secret World? Who lives here, and why?

    The answers to these questions give us the broad framework for the area.

    Research and the Secret History

    Because our locations exist in the real world, the history of a
    region is often already well established. Solomon Island, for example,
    has to adhere to the general history of Maine and the United States.

    The writing team goes to work, digging through dusty online articles
    and reading by flickering LCD light to compile a comprehensive guide to
    the back story of an area.
    Layered onto this, however, is the secret history. This is the history of an area as only a member of The Secret World
    can experience it; the footprints of the secret societies and their
    past conflicts; the truth behind the local myths and legends; the echoes
    of ancient magic and forgotten rituals.

    Meanwhile the art team is doing research of a different kind. What is
    the time period and architectural style? What are the seasons like in
    this particular location? They prowl the web, watch movies and even make
    visits to the actual locations – all in order to create a visual style
    for the world which captures the spirit of the location while still
    adhering to the overall vision of The Secret World.

    Now that both the artists and writers have done their research, enter the Content Designer.

    Building Flow

    Using the research provided by the two teams, the Content Designer
    creates an overview design for the area. This design can include story
    points (this is where we place the character who tells the player about the bird flu conspiracy), art points (this is an opportunity for us to make an amazing lighthouse in true New England style) and includes important gameplay points as well (wouldn’t it be cool to let the players blow this f*!%ing building sky high?).

    In general Content Designers are very concerned with the concept of flow.

    Flow is how the environment design, content production and story –
    using any of the mechanics available – direct players through an area.
    It’s a tricky thing to get right; some players prefer to be guided step
    by step through the content while others prefer complete freedom in how
    they approach things.

    Flow can be intrusive (a one way corridor which a player is forced to
    walk down) or subtle (a flickering light off in the distance which
    draws the curious player to investigate). It is one of the strengths of a
    good content designer to understand where to be heavy handed and where
    to use a light touch.

    In The Secret World, for example, different mission types require a different feeling of flow.

    Action Missions – We
    tend to be fairly heavy handed here. Action missions will lead the
    player from point to point, dealing with enemies and obstacles along the
    way.

    Sabotage Missions
    These are more open, but not completely freeform. Yes, we want players
    to use their skills and abilities to find the way into the pumping
    station, but we still tell them where the pumping station is!

    Investigation Missions
    – Here we tend to be completely freeform. We don’t guide players at
    all. We let them find the path with no attempt to guide them beyond the
    most subtle of clues.

    Once the Content Designer is done with the overview and keeping in
    mind the importance of flow, it is reviewed and approved and the
    preliminary production of an area begins.

    Prototyping and Production

    So the design is Complete™. And by complete we mean as best as a
    design can be on paper which is an incredibly difficult way to judge
    actual fun and atmosphere.
    So now we actually have to stop speculating about how an area will work, and start actually building the area.

    As this involves all kinds of professions from across the company
    working in a variety of tools, I won’t go into detail now. But in the
    next blog, I will talk more about how we build the physical environment
    of our games using our world design tool.

    Until next time!
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    Post by Shu Fri Jul 01, 2011 11:48 am



    shu:cant wait to try this game ^^
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    Post by Snow Fri Jul 01, 2011 5:50 pm

    Shu, go get used to action mmos then before ya vomit all over this game :O
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    Post by Shu Fri Jul 01, 2011 6:50 pm

    ^^ will only do that for game i enjoy or plan to play long term snow heh.nowadays game are so realistic even vami say he feel giddy if he turn on apb at max video setting in certain resolution if play too long heh

    i remember i vomit 2-3 times in aion before i got used to it after 2 days lol.anyway tsw is not action style mmo.but i will need to get ready for blade and dragonnest since they are :)
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    Post by Snow Fri Jul 01, 2011 11:21 pm

    Lol Shu, I wanna see you play Zelda on the 3DS
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    Post by Shu Sat Jul 02, 2011 12:16 am

    actually i recall i dont have issue playing that last time long ago on console heh.but i dont really like legend of zelda so i didn finish the game ^^

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