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Exclusive Interview - Chronicles of Spellborn

The Chronicles of Spellborn - Its Past, Present, and Future
An Interview with Marco Van Haren

Jerome "DeadAvatar" Bohaychuk, a staff writer here at Stratics, recently had the opportunity to inquire with Marco Van Haren, Marketing and PR Manager for Chronicles of Spellborn, about the past, present, and future of Spellborn. Many of these questions involve not only the typical "dying to know" bits and pieces of any new MMO, but also about how TCoS came about and what the team of developers think of and dream about as they go about creating this enticing new game.

Stratics: What lead to the lore and development of "The Chronicles of Spellborn (TCoS)"? Whose dream was it? How did the design for the post-apocalyptic world? Who created and designed it? Where did the idea for the artwork and music come from? What separates you from the other MMOs that are coming out: Conan, Vanguard, Warhammer for example? How long has the game been in development?

Marco: The whole idea for The Chronicles of Spellborn is based on the fact that we weren't happy with the current MMO landscape. Especially since the release of World of Warcraft, many new and upcoming MMOs try to copy the success of WoW. We have seen few tries at an original approach. The good thing with World of Warcraft is that it brought the MMO genre to a much larger audience. With Spellborn we want to create a game that offers a unique approach on MMO gameplay and the tried and tested Elf and Orc fantasy setting. Another trend that we aren't all too fond of is the move towards 'realistic' graphics. We think that things don't have to look realistic in order to look real. We wanted to create a world that is both fresh and immersive and that requires good art direction instead of all the latest graphic card features. Being a European company, we opted for the European cartoon style blended with Jesper Kyd's unique take on fantasy music.

Gameplay-wise we wanted to step away from many MMO conventions that were created to extend the playtime, but most of the time feel more like a chore then a game. Combat in most MMOs boils down to hotkey bashing and hoping that your armor set is better then your opponent's. This is all very restricted and with Spellborn we want give freedom back to the players. Players can wear whatever armor they think looks best. We separated the statistic layer from items by allowing players to imbue their items with statistic enhancing sigils. Players first select the armor they like, and then they add statistic enhancing gems. Also in combat we wanted players to have more freedom. We integrated FPS style targeting that will have players target their hits and dodge incoming attacks.

Stratics: The lore only has two races: Daevi and humans? Why did you design with only two races and not more? Who are the Daevi? Who are the humans? Are they enemies? If so, what made them enemies? Does this lead to lore for PvP?

Marco: The lore of Spellborn mentions many different races. During the reign of the Eight Demons, each of the Demons created it's own servitor race. There are the Vhuul, the Howlers, the Urvhail and many others. Most of these races have survived the fall of the Empire of the Eight Demons. The role the Humans play within the lore needs to be discovered by the players themselves. The Daevi, part human, part demon, at one point defected the Eight Demons and formed a rebellion with the Humans. Now the two races coexist together forming the Enclave of the Five Sacrifices. Both races are seen as equal and fight together for survival in a destroyed world. The PvP aspect is explained by the five High Houses that govern the Enclave. Each High House has a unique view on how the Enclave should thrive and these views tend to be discussed with more then just words when the stakes are high.

Stratics: Getting back to music for a second, you recently partnered with "Within Temptation". The video was awesome. How did this joint venture come about? Will there more with other bands? Is the in-game music as rich and varied as the video?

Marco: The partnering with Within Temptation seamed only natural; the band and the development team are both situated in The Hague in the Netherlands and with us being big fans of their music and them being game addicts, we had to do something cool. We created three songs together, of which two are featured on their latest album 'The Heart of Everything'. While their music will not be featured in the game, the original soundtrack created by Jesper Kyd is a unique take on what we think fantasy music can be and do.

Stratics: You describe the game as post-apocalyptic fantasy? Most of the screenshots and movies I've seen are characters with swords, shields, and magic - typical fantasy characters. Besides the lore, what makes this a post-apocalyptic setting? Is this the end of the world as they knew it?

Marco: What is now known as the Ancestral world was once known as the Empire of the Eight Demons. For reasons unknown to the player, this world has been completely destroyed in a magical war. What is left, are hollow pieces of this world floating in the magical residue of this war. Players will find themselves within these hollow rocks, called Shards. What happened that lead to the explosion of the world is something that the players will need to discover. By experiencing the many quests and by going back in time to replay certain events during the reign of the Eight Demons, players can discover what has happened. This knowledge can be used to solve the many riddles that will ultimately unlock new content.

Stratics: How big is the world? Are there multiple continents and how do you travel there? Are mounts necessary to travel across the continent or are there teleporters? Is the world seamless or is it built around zones? Are there private virtual worlds (instances)?

Marco: At release the world of Spellborn will consist of 4 Shards. Each Shard can be seen as a continent with different zones and dungeons. One of the design goals is to keep travel times short. Players can enter each Shard at different locations, so when they arrive they can select a destination close to their goal. Besides the 4 Shards there will be many other locations to visit. The Deadspell Storm is filled with remnants of the Ancestral world that can be visited and players can even go back in time and visit certain locations and events in the Ancestral world. Of course we are looking into ways that will keep travel times manageable when we add even more content in the future. Scholars have already found clues that hint at ancient travel portals.

Stratics: The mini and shard maps use a modified fog of world mapping system. You start out without only a small part of the map showing and more is shown as you explore. How detailed is the map? What does the map show? Are items of interest removed from the map as you move out of an area or are they persistent?

Marco: Each zone is divided in a certain amount of smaller areas. Once such an area is discovered, the fog of war for this area is removed. Locations of importance are all visible on the map and are further detailed when the players moves the mouse pointer over these locations. Players can open any map at any moment once they have visited this map. If they leave a certain map, all map information will be stored.

Stratics: The boat travel system you've created is an attractive twist. Can you describe the system? Working on the boat is an exciting twist. How long would boat travel in this way take? Are you performing boat duties? Will you be fighting mobs during the voyage? Since you can also travel by boat cabin, is travel weighted in favor of one mode of travel over the other? Can players own boats?

Marco: At release players can travel between the different Shards using Shardships. Shardships can be booked by either renting an expensive cabin or by a much cheaper spot on the deck. Booking a cabin will result in an instant travel, booking a spot on the deck will result in an actual voyage through the Deadspell Storm. During this voyage, which can last up to 15 minutes, players can be attacked by the many dangers that populate the Deadspell Storm. In the future we might expand on this feature by adding guild owned Shardships and flying mounts.

Stratics: The skill advancement system is skill-based. That implies that there aren't any classes; that everyone can use every skill. Are there any restrictions regarding what skill a character can train and use? Can you describe how this system implemented?

Marco: While we do use a skill based advancement system, that doesn't necessarily mean that certain skills can't be archetype or class restricted. At release Spellborn will feature over 200 unique skills. Some skills like 'hack' and 'slash' can be used by all classes, other skills can only be used by, for instance, the Warrior archetype, and each class has a small unique set of skills that make each class truly unique in combat. The strength of these class specific skills lies in the fact that they are connected to the body slots that are different for each class. Body slots are class specific 'items' that can be manipulated with class specific skills in combat. The Trickster, for instance, has a large arsenal of all kinds of different bombs that can be used as body slots. Selecting different body slots in combat will impact the execution of the Tricksters class specific skills. A 'throw bomb' skill will be different depending on what bomb is selected.

Stratics: Rewarding game play with character statues is an intriguing system. How does one get a statue? How long does it stay in world? Where are they placed? Are there any in-game benefits of having a statue erected in your honor?

Marco: Most statues are placed on Quarterstone's Ring of Legends. This ring is a broad street that goes all the way around the Arena. This is one of the social hubs of the game where players also find the instanced Guildhall. Most statues are connected to the Arena ranking system. Top players are rewarded with a statue, and of course these statues can be temporary. Certain PvE accomplishments in the game will also be rewarded with a statue. The first player to kill a certain boss might be rewarded with a persistent statue. At release these statues will have no statistical benefits, but this is definitely something that we might look into in the future.

Stratics: The Personel Experience System (PeP) is designed to eliminate frustrating death penalties. Can you describe the PeP system? How does it eliminate death penalties?

Marco: Dying in an MMO is already penalty enough. Instead of penalizing players even further we turned it around and we reward players for staying alive. Most experience gained from combat doesn't go to the normal experience bar, but to the PeP bar. There are five levels of PeP, each offering increasing bonuses to the player's statistics. Typical bonuses include higher movement speed and increased damage. When a player dies, the PeP level is reset to zero and the player loses all bonuses.

Stratics: You've licensed the Unreal graphics engine. Which engine version are you using? Why did you choose to license that engine over others that are out there? Why are you using a third-party engine instead of creating your own? How much of the development system is licensed and how much is developed in-house?

Marco: Creating your own graphic engine is an enormous undertaking that isn't really worth the effort if there are existing engines available that can get the job done as well. We are using the Unreal Engine 2.5. When we sat down with Epic to discuss options we looked into what engine would work best with the style and the goals that we wanted to achieve. While we could have used the Unreal Engine 3.0, it didn't offer any advantages for us. Over the last years we have made some heavy modifications to the engine to add graphical effects and to upgrade the existing ones. Besides the Unreal Engine all other systems have been created in-house.

Stratics: How large is your development team? Does you development team consist of mostly coders or content writers? How many hours a day go into making Chronicles of Spellborn?

Marco: The development team is about 50 peeps strong. It is roughly divided in three equal groups; Coders, Game designers and artists. Since making a game is far more a way of life then a regular job, most team members work around 12 hours a day and they love every minute of it.

Stratics: TCOS is scheduled for one more closed, and open beta, and second quarter 2007 release. After release, how will your resources be split amongst live, maintenance, and development teams? What plans do you have for the future of the game - live content, in-game events, expansion, etc?

Marco: A few members of the team are already working on the post release content. Because the story has always been an important part of the game, we are working on themed patches that will expand the many storylines and locations from the original game. As part of the post release content you can expect to see new Ancestral quests, new dungeons and new Shards.

Stratics: In closing can you tell us why you love TCOS? What three features do you love the most?

Marco: What we love most about the Spellborn project is that we get the chance to create our vision of what a fantasy MMO can be. The setting, the graphic style and the gameplay are all created with a desire to present something new. With the Open Beta starting in the near future, we hope to welcome you all into our world and share the many adventures that lie hidden.

Marco van Haren
Marketing and PR Manager for Spellborn

Stratics: I'd like to thank you for this interview.

 
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