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Alganon: Interviews


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#1 Grimmway

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Posted 04 January 2007 - 06:08 PM

Below are the interviews in a list and details as I post them.

Please see the following link for the latest articles: http://www.alganon.com/articles

#2 Grimmway

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Posted 04 January 2007 - 06:09 PM

The following articles are included, in this order:

RPG Vault (2009 Update): http://www.alganon.c...p?showtopic=818

MMOsite (2009 Update): http://www.alganon.c...p?showtopic=817

David Allen Interview @ MMORPG.COM

ALGANON Interview @ JeuxOnline

MMOSite.com ALGANON Interview

IGN RPG Vault Interview - Part I

IGN RPG Vault Interview - Part II

RPG Vault's ALGANON Peek #1

RPG Vault's ALGANON Peek #2

RPG Vault's ALGANON Peek #3

RPG Vault's ALGANON Peek #4

RPG Vault's ALGANON Peek #5

RPG Vault's ALGANON Peek #6

RPG Vault's ALGANON Peek #7

CRUSADE Interview

Alganon Update Interview - Part 1

#3 Grimmway

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Posted 04 January 2007 - 06:10 PM

David Allen Interview @ MMORPG.COM

http://www.mmorpg.com/showFeature.cfm/loadFeature/620

David Allen again takes aim at the MMORPG genre with Crusade

David Allen is the CEO of QOL and Lead Designer of Crusade. This new fantasy-MMORPG is in the earliest stages of development and was announced this week. We talked to David to find out what it's all about. Sometimes more famous for the original design of Horizons, find out what Allen is up to this time below:

MMORPG.com: The press release touts a new fantasy game. Some immediately dismissed it as another World of Warcraft clone. What sets Crusade apart?

David Allen: The first set of features that sets Crusade apart from other MMOGs is that of the Deities and Crusades. Players choose a deity they wish to become a patron of; once that choice is made, they inherit powers associated with their deity, and those powers can change based on which deity controls the realm they are traveling through. Players can also participate in numerous Crusades

#4 Grimmway

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Posted 04 January 2007 - 06:10 PM

MMORPG.com: Your progression system combines a class based approach with a skill based usage system. However, you only have six classes. Do you think character diversity (in terms of internal statistics) is a problem?

David Allen: I

#5 Grimmway

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Posted 04 January 2007 - 06:11 PM

MMORPG.com: Players are born into families when they

#6 Grimmway

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Posted 04 January 2007 - 06:11 PM

ALGANON Interview @ JeuxOnline

http://www.jeuxonline.info/?art=article&article=2248

David Allen : exclusive interview on JeuxOnline

David Allen has started a new MMORPG project Crusade. He has answered a few question especially for JeuxOnline readers.

Version fran

#7 Grimmway

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Posted 04 January 2007 - 06:12 PM

JOL: You said that the Gods will walk among the livings. Will they be standard NPC or will they be played by Game Masters?

DA: All deities encountered in the game world will be controlled by Game Masters; we will not implement any AI for them due to their influence in the world.

JOL: Will the players be able to worship a specific God (with in game effects) or will they follow all the Deities worshipped by their faction?

DA: A player must choose a single deity that supports their organization (Asheroth or Kujix). We haven

#8 Grimmway

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Posted 04 January 2007 - 06:12 PM

JOL: Do you plan to integrate in CRUSADE some of the ideas you

#9 Grimmway

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Posted 04 January 2007 - 06:12 PM

JOL: In the FAQ, you said that you plan innovative systems like families and dynasties. Can you tell us something about dynasties?

DA: Dynasties are timeframe references for the library. They will serve as reference for players to use in-game and in the real world as well. For example, Jan-Mar of 2009 on a west-coast server may be known as the

#10 Grimmway

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Posted 04 January 2007 - 06:13 PM

JOL: Do you already know if CRUSADE will be translated in French? How about server localization?

DA: We are planning launches in North America, Europe and Asia. What specific localizations will exist is still undecided; it all depends on how many MMOG subscribers exist for a given language.

JOL: Do you want to add something for our readers?

DA: We hope to release the first set of screenshots within the next month, and to continue sharing information, concept work, and communicating with the player base in our forums. Our goal is to establish an open-door policy during development where players can share with our team what

#11 Grimmway

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Posted 04 January 2007 - 06:13 PM

MMOSite.com ALGANON Interview

http://news.mmosite.com/interview/content/...5834429,1.shtml

Interview with David Allen, the co-founder and CEO of Quest Online.

CRUSADE brings the player into a world dominated by Deities that are representative of two warring organizations known as the Asheroth and Kujix. Order and Chaos. Unique in their culture, skills, and physical abilities, these two organizations are battling for dominance of the two largest continents in the world, Alganon and Harraja. Recruiting only the most skilled followers, both the Asheroth and Kujix have spread throughout the world and infiltrated the culture of nearly every major race.

Now, David Allen takes us into the game world of Crusade.

MMOsite.com: To start, can you give us a brief introduction to Crusade and the team?

David Allen: CRUSADE is an upcoming MMORPG that takes place in the world of Andarus where two ruling organizations fight for power and control - the Asheroth, who represent the ways of order, and the Kujix, who represent the ways of chaos. Players must choose which side they wish to represent, and also which deity they will become patron to. There are numerous deities for each side, and each deity has their own set of benefits.

There are also many other advanced and unique features to CRUSADE. To name a few: Families, Crusades, Hybrid character progression system, large-scale party support (battalions & legions), a grand library that players can participate in the information gathering for, and dynasties - just to mention a few. More detailed information on the features can be found at http://alganon.qol.com/features.htm.

Additional details on the game can be found on the main CRUSADE website http://alganon.qol.com.

MMOsite.com: How will CRUSADE please both hardcore and casual gamers?

David Allen: Our goal was to create a character progression system that was based on both action and a support system that ran in real-time. This means that a player could get instant reward for going out and beating on monsters, building items, or gathering materials - however, they would have to wait just as long as any other player to raise studies that affected their overall skills and actions. While a power gamer can go out and raise their skills much quicker than a casual gamer, the casual gamer can train their studies both online and offline just as a hardcore player can. This allows for a more balanced system where characters aren

#12 Grimmway

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Posted 04 January 2007 - 06:13 PM

MMOsite.com: Can you give us a brief introduction to the 6 races and 6 classes available in CRUSADE?

David Allen: There are three races and classes available for each side. So far we have announced only two of the six races - the Humans for the Asheroth, and the Talrok for the Kujix. We have announced all six classes though. For the Asheroth, there are the Guardians, the Rangers, and the Wizards. For the Kujix there are the Warlords, the Shadows, and the Sorcerers. While this may not sound like a lot of diversity, the magic is what

#13 Grimmway

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Posted 04 January 2007 - 06:14 PM

MMOsite.com: What role does family system play in Crusade?

David Allen: Families act as the player

#14 Grimmway

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Posted 04 January 2007 - 06:14 PM

MMOsite.com: How does the characters development system work?

David Allen: The CRUSADE Character Progression system is truly unique. It's a blend of class-based template with skill-use all supported by studies, which take place in real time and can be trained offline. This allows for a much more balanced system for casual gamers and power gamers. A power gamer can come into CRUSADE and run around all day hacking away mobs and raising their swordsmanship, however their studies will progress at the same rate that the casual gamer's will; and studies are the foundation for available skills and actions. As a player becomes for familiar with the game and the study system, they can plan their character's progression with our built-in study planner. Certain studies can take months to achieve - in real time. However the good news is the players can run around in the world with a ton of things to do for fun while they work to achieve, for example, the highest rank of tactical mastery (which may give big bonuses to being a battalion leader), or finally gain the 4th level of skill in Advanced Bladesmithing so they can purchase the codex on how to build a Vorpal Blade (if their bladesmithing skill is high enough).

MMOsite.com: Can you tell us something about the in-game economy system?

David Allen: The economy will be a mix of player-made items and world-generated items and currency. Our goal is to make it as balanced as possible, but this is extremely difficult, and will require many months of testing just to get it working "well". CRUSADE will have a built-in auction system where players can post any item they want for sale. We are also considering a few other new service features, but haven't finalized this as of yet.

MMOsite.com: Would you mind telling us more about the Companion system?

David Allen: Our goal is to create a bond between a player and their companion. Right now, most MMOG companion systems are very impersonal. You summon them, dismiss them, and send them out to kill things. That's really about it. Some games allow companions to grow, and this does generate a bit of attachment, but we want to take it to the next level. We are planning on allowing players to not only grow, but customize their companion, and even adjust (enhance) their appearance.

#15 Grimmway

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Posted 04 January 2007 - 06:14 PM

MMOsite.com: What happens when your character dies? Does it involve any penalties, and are there differences if you're killed by an NPC or another player?

David Allen: I firmly believe that a player should not have their time taken from them if they die in-game. CRUSADE will reflect this. We will be making death an inconvenience, not a grievance. When a player dies, they will either wait to be resurrected (with some minor sickness when they are raised that wears off), or detach from their body and return to the closest cemetery; from there they can resurrect, or run back to their corpse and resurrect there.

#16 Grimmway

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Posted 04 January 2007 - 06:15 PM

IGN RPG Vault Interview - Part I

http://rpgvault.ign.com/articles/717/717640p1.html

Alganon Interview - Part 1

Our introduction to Quest Online's fantasy-themed massively multiplayer endeavor, including the first screenshots July 10, 2006

#17 Grimmway

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Posted 04 January 2007 - 06:15 PM

Jonric: Regarding the developer, Quest Online, where is the studio located, how large is the team, and what related experience do the members have? And what is your status with respect to funding?

David Allen: Quest Online, Inc. was founded in February of 2006 in Chandler, AZ specifically for the purpose of building the Crusade project. We currently have over a dozen people working on the project, and will continue to expand the team throughout the year. Part of this process will include the hiring of additional division managers as we grow. The first task is to establish the core technology; once it's ready, we will be enhancing our content teams - world building, modeling, texture / graphic artist.

We're taking things slow and not growing too quickly. We have key people involved with the company, but their roles will be changing as we solidify a structure that's much larger than our current size; that's one reason we haven't made any announcements about involved members and their responsibilities. Many of our staff have direct MMOG development experience, and many of those scheduled to join the company over the next three to six months have a great deal of experience.

We have secured our seed capital, and are currently working on our final round of financing by bringing a number of interested parties together to cover the remaining amount.

Jonric: What's the overall setting in which Crusade will take place? Is there much of a backstory, and will the game have a significant ongoing narrative element?

David Allen: Crusade takes place in the fantasy world of Andarus. While the basic history can be read in full on our site, I'll give a quick overview. Long ago, a race of giants known as the Colossus-Born ruled the world. They built magnificent cities, and waged terrible wars that broke the very planet apart. The Colossus-Born rejected their creators, believing themselves to be equals. The gods choose to strike down their children; but not before the latter had seeded the world with terrible dark seeds specifically placed to destroy any new races.

As the new races were created, they found themselves in a hostile world that was designed to destroy them. Only through mastering arms and magic were they able to survive. From this mastery, two organizations formed; the Asheroth - the protectors of "order", and the Kujix, the providers of "chaos". These two diametrically opposite organizations mastered their own methods of combat and magic; while different in source and application, they were generally equal in result.

With a history that spans thousands of years, the Asheroth now control the continent of Alganon, and the Kujix the continent of Harraja (the world map can be viewed on the website). While some neutral cities still exist in the world, both the Asheroth and Kujix are looking to tip the balance in their favor by building the most powerful warriors in the lands by acquiring ancient weapons, learning new and powerful magic, and fighting in massive battles; all with the aid of the deities that they worship - gods that walk the planet and protect those who follow them.

While the game will feature a ton of self-contained content, much of it will relate to stories associated with discovery and exploration of places directly related to the history. Players will encounter ancient structures built by the Colossus-Born, and the dark things they left behind. Players will also participate in the "current" story that embraces the fight between the Asheroth and Kujix to tip the balance of power. Theme music that really defines the "feel" of both organizations can be found on our site as well.

#18 Grimmway

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Posted 04 January 2007 - 06:15 PM

Jonric: Since this interview includes the first screenshots to be released, what would you care to tell us about them?

David Allen: First, I want to remind everyone that these are alpha screenshots. The UI, contents, and everything else is subject to change as Crusade evolves. We decided to release real-time shots of the Anshire Forest area first; an alpha realm designed for testing purposes. We will soon show some of Dreadwood, the Dreb Mar (Swamp), Margon Hills, and home of the Kujix outpost, Dredge Brush.

While we have large- and medium-scale foliage such as trees and ferns, you may notice the absence of generalized ground-level plants in these screenshots, such as grass. This is because we are currently rewriting our core sub-foliage system from scratch to create a more realistic and efficient system. We plan on having it integrated before the end of the month, and will be releasing additional screenshots at that time. Once the new grass system is implemented, it should truly redefine the feel of the realms.

Note that most everything you see is active and functional, from combat to study training and even receiving and completing basic quests.

Jonric: What are you aiming for in terms of the gameworld you're creating, its size and the variety of environments? And what modes of transportation will be available?

David Allen: Our goal is to build a mixed-persistence world where players can always rely on certain things to be familiar; but we plan to add a dynamic aspect as well. One example is the shifting of realm control by deities through Crusades, therefore affecting a patron's power and support as they travel from place to place.

The world is very large, but not too large. If one could run from one end of the continent to another nonstop, it would probably take roughly an hour. We felt that bigger isn't always better; sometimes it's just bigger. Creating a world filled with rich content is our priority. Andarus features mountains, hills, plains, forests, jungles, swamps, deserts and tundras to explore, and within these areas, ruins, outposts, other racial dwellings, creature encampments, and, of course, numerous custom-built instances.

We will be offering predefined flight travel between specific cities, and will have mounts that players can purchase and use to travel. We are also debating the use of teleporters and other transportation devices, but that won't be decided until beta.

#19 Grimmway

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Posted 04 January 2007 - 06:16 PM

Jonric: How about the player characters? Will players be able to choose from diverse races and classes?

David Allen: One of the key design concepts of Crusade was to offer only a few starting points, and then allow the game to blossom outwards to an unlimited variance of gameplay and customization. While many MMOGs have an overall gameplay structure that's in the shape of a pyramid - many choices to start, all leading to one final "cap" - we decided to flip this. Crusade will launch with only six races and six classes; three races and core classes for each side. Humans have been announced as the first Asheroth race, and their counterpart, the Talrok for the Kujix. The base classes are simple: Guardian, Ranger and Wizard for the Asheroth, and Warlord, Shadow and Sorcerer for the Kujix.

Jonric: What are you looking to achieve in designing in this aspect of the game? Will you introduce more options over time?

David Allen: While this may not seem like much, the beauty is what's "under the hood". We have designed a unique combination skill and study system that allows for nearly unlimited variance in character development - but all within a core template. The game will start out very easy and simple for new players, and as they become familiar with the world, classes and features, they will learn how to define the direction their characters take. We've even designed a "planner" within the game to help with character planning, to bridge the issues of what may be considered complex systems with simple design.

Jonric: With respect to customizing their characters, what kinds of choices will be available to players during the creation phase?

David Allen: When players create characters, they can choose gender, race, class and appearance. We want to keep the creation process simple and quick, but allow the players to customize their character more within the game itself rather than just during the creation process. We thought about adopting an in-depth creation process, but what's the fun of spending an hour or two on customizing the look of your character at the very beginning, and being stuck with that look? No, we'd rather allow the player to define their starting point, and then give them the tools in the game itself to refine their looks.

#20 Grimmway

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Posted 04 January 2007 - 06:16 PM

Jonric: With respect to the advancement system you're implementing, how will
it function overall, and how will the skill and study aspect you just mentioned fit in?

David Allen: During the design of Crusade, one of the most important issues we wanted to address was the endgame systems that players, including myself, run up against. We wanted to design a hybrid system that removed the level cap problem, but at the same time wasn't too complex for new players. Our solution was to create a skill-based system that had a "study" support mechanism all represented by a "power level".

While this may sound complex, the presentation of the information is key. We have designed a new "con" system that I can't get into too much detail on right now, but it allows instant interpretation of a "power base" held by an entity; just as simple as saying "oh that mob is level 43 and I'm only level 23. Run away!" but without the level-based limitations that so many players are running into.

The skill system is an action / reaction- or use-based system; the more you do something, the better you become at it - plain and simple. However, the magic behind all of this is our study system. Players will have numerous selections to specialize in that will affect how they interact with the world, be it magic, combat, tradeskills, exploration or even siege tactics; our study template is so massive that players could take years studying numerous systems, and still not master nearly half of what the game has to offer - but importantly enough - it is designed so they can master a number of things that are important to them!

Jonric: What will the base attributes be, and will they or the various skills in Crusade be capped? Will abilities decay if not used? Will it be possible for players to reverse their choices?

David Allen: Characters will have a base set of stats that's pretty standard. Core skills and studies can be learned through training, rewards, and items.

There are no caps to skills. Granted, as they get higher, the progression of skills will diminish, plus there are very complex algorithms behind the execution of skills; a warrior with an exceptionally high swords skill will only be able to raise it by fighting challenging foes.

There is no decay associated with skills or studies, nor is there any reason for players to "reverse" their choices, since the study system keeps players focused on specific goals rather than on acquiring every skill they can and using it without general planning.




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