ArcheAge news has been a bit sporadic of late, and it's also been quite sometime since we
talked to the devs or took a spin through one of the game's
closed beta phases. Like many of you, we're dying to know more about
XL Games' forthcoming fantasy sandpark, so we went straight to the source to see if we could drum up anything new.
Lead designer
Jake Song was kind enough to field a few of our burning questions, and we're pleased to present you with another Massively
ArcheAge exclusive that touches on everything from localization and story to
consensual PvP and item decay. Join us after the break for that and
more.
Massively:
ArcheAge fans in Western markets have had to rely on translated (and occasionally inaccurate) news blurbs to keep up with the game. Is ArcheAge going to be localized for the West, and if so, will this include a more accessible web/marketing presence?Jake Song: We started developing
ArcheAge considering global service in the first place. Currently, we are focusing more on developing
ArcheAge, but also we recently updated the English
ArcheAge website and tried to provide more information to fans in the West.
What we try to aim [at with]
ArcheAge is to let the players
feel the true beauty of an MMORPG by forming a society like real life,
by networking with other players within the game. The motto of
ArcheAge is "a world made of your own free will." I think these facets of
ArcheAge are what Western game players want and enjoy.
Is localization mostly an issue of translating the text and UI, or will actual game mechanics change as well?ArcheAge is still under development, and the publisher for the
Western market is not decided for now, so maybe it is a bit early to
answer the question. But I do understand the importance of localization.
We have to figure out data such as each country's features, its IT
environment and so on, as well as find out the best way to service
ArcheAge.
But above all that, we should finish development and find a publisher who will partner with us to introduce [and distribute]
ArcheAge to Western players.
Some Western fans have asked for PvP servers, and many of our commenters are very interested in ArcheAge
but are turned off by the fact that it has open PvP. Most sandbox games
default to free-for-all PvP these days, leaving these sandbox PvE fans
with nowhere to play. Are there any plans for dedicated PvP servers or
will it be left up to the players to avoid FFA areas on all shards?I know that some players like PvP and some don't.
ArcheAge features a half-open PvP system. If a player kills another player of the
same faction, he/she will get penalty points. If a player's penalty
points (blood prints that appear after killing a player work as evidence
of a crime which leads to penalty points) reach a certain level, he/she
will be summoned to court, will receive a trial, and might be
imprisoned. Though
ArcheAge is half-open PvP, it is not the
main fun feature. It will be developed as a game that PvE-lovers could
enjoy too, while also enjoying the PvP system.
What do you see as the biggest hurdle to ArcheAge's success in the Western market? Cultural barriers? Competition from other AAA titles? Something else?I think the biggest hurdle to
ArcheAge would be the cultural
barrier, which seems to be the same issue that all Korean games
confront. Cultural difference does not only mean the game content but
also the IT infrastructure, such as the size of the client according to
each countries internet environment, game log-in method, and so on.
Western MMO developers are jumping on the "story" bandwagon lately. Does the ArcheAge design contain any dev-engineered story elements or is the game more a facilitator of player-generated stories and content?ArcheAge contains both dev-engineered story elements and also
player-generated stories and content. In the early levels, players will
play the game following the usual quest-based game play. This is to
guide the players to the many activities they will be able to enjoy in
the latter phases of the game and also to let players understand
ArcheAge's massive worldview.
Do you prefer the sandbox approach of letting player crafters
influence the game's economy as opposed to the now-standard loot drop
model that most new games seem to follow?We hope player-crafted items become a key aspect of the in-game economy
and combat. But, if equipment was solely led by crafted items, it could
become somewhat of a restriction to the growth of solo players. Thus
items for simple leveling are also obtainable through quests or from
monsters. Crafted items will be improvable with enhancement stones,
whereas such easily obtainable items wouldn't. Of course, some nice
items will be exclusively obtainable from monsters with a high level of
difficulty.
Materials for crafting can be obtained by gathering or from item drops,
which is another form of monster drop. However, we wanted to avoid the
situation of items being obtainable only by hunting monsters in groups.
Our goal is to let a solo player own a high-end item, if the player
tries hard enough.
Is item decay in the game? For example, does a player's sword
wear out to the point where he'll need to obtain a new one from either a
monster drop or a player crafter? If decay isn't in the game, how does
the dev team plan to address economic inflation?Items
can be damaged or lost while crafting. The item would have to be
repaired after use, but a durability decrease won't make the item vanish
or get damaged. Economic inflation in the game will be controlled by
taxes, repair fees, consumables, and so on.
What kind of feedback did you glean from CBT3? Did any major
gameplay changes come about as a result of the testing phase and the
public reaction to the game?We held three Closed Beta Tests (CBT), and each CBT had new additional
content that we wanted to get feedback on from players. After the first
two CBTs, we reflected on players' feedback and improved skill action
and character movement. During CBT3, players told us that gameplay in
the early phases is not immersing enough, so we are working on this too.
We have not revealed all the content yet and will get more feedback
during our next CBT.
Can you give us any idea on the timeframe of the next beta test?ArcheAge's next CBT, the fourth CBT, is not fixed yet. As with other games developed in Korea,
ArcheAge CBTs are for Korean residents only, due to technical support and the
language barrier. We will introduce a localized version of
ArcheAge to Western players in the future.