The Chronicles of Spellborn - Interivew with Marco van Haren
A while back, we were able to sit down and discuss the current
status of Spellborn with Marco van Haren, PR and Web Content
Manager for The Chronicles of Spellborn, and here is what he
said:
Stratics: Aside from character customization, how will
the gameplay and missions be different from the other
mainstream fantasy related MMO's in existence?
Marco: One major thing that sets The Chronicles of
Spellborn apart from other MMOs is the unique setting. The
game is set in a post-apocalyptic fantasy world that doesn't
contain elves, trolls or other mainstream fantasy elements.
The Chronicles of Spellborn offers a unique setting where the
story takes center stage, offering the players actual reasons
for the many tasks that lie ahead. Next to this strong focus
on the story we also made sure to take a fresh approach on
many of the gameplay elements found in mainstream MMOs. The
game's skill based combat system with manual targeting and
removal of armor stats are two bold examples of our approach.
Stratics: Since missions appear to be the only way to
advance your character and gain new skills, how will you keep
the missions interesting for those who are used to
"grinding" for experience to gain levels?
Marco: Characters get additional skills every few
levels and not as quest rewards. Also regular experience is
not only gained by completing quests, but also by killing
non-pvp enemies. So for people looking forward to their grind
fix, there is no need to worry. Experience gained in combat
will be split between two experience pools; a small part goes
to the character's regular experience pool and the rest goes
to the character's PeP (Personal experience Points) pool.
Gaining higher PeP levels will give the character bonuses to
their run speed, attack speed and damage output. When a
character dies, the PeP level is reset to level zero.
Stratics: Can you elaborate on how the Player vs.
Player system will function? Will it be a way to advance your
characters skills?
Marco: Although the game has always been designed to
offer different PvP challenges, you currently can't directly
advance any of your character's skills. Players can however
participate in guild vs. guild tournaments which will reward
the winning guild with a trophy that can be placed in the
guild hall. The guild can collect different trophies and each
trophy offers the entire guild a unique bonus.
Also PvP ties in with the economy
since certain areas like mines and caves where players can
gather important resources are mostly PvP zones.
There are many plans to further
build on the PvP gameplay that will be available at release.
A cool example of this is Shard Conquest in which entire High
Houses can fight over ownership of Shards and reap the
economical benefits.
Stratics: How will the game handle a large number of
players trying to go after the same NPC for quests?
Marco: We always try to give the player options when
it comes to questing for levels. Most likely players will
never be packed in one place at the same time because they
will be questing on different shards. When it comes to key
quests, we will make use of instancing to ensure that
everyone will be able to do these quests whenever they want
to.
Stratics: Will the NPC have to be "camped"
for it to respawn, or will it be available in instanced zones
so players will not have to wait?
Marco: A big part of the world will be persistent,
so it might happen that you have to wait for an NPC to
respawn. Respawn times will never be too long though, so the
word "camping" is not something that applies here.
As mentioned above in the case of a key event, we will make
use of instances to make sure that every player can access
this content when they want to.
Stratics: Will there be any live events
around major holidays like Christmas or New Years? If so
could players expect to see any game developers or team
members participating?
Marco: The Chronicles of Spellborn developers have a
strong and open 'relationship' with the game's community. We
are currently finalizing all of our live event plans for the
group of TCoS game masters. There are many cool ideas for
live events and we will certainly give special attention to
the major holidays. And I can guarantee you that a lot of the
developers will be participating, not because they have to
but because they want to.
Stratics: So far, has Spellborn met all of the
teams expectations? And what is the team the most proud
of?
Marco: Although the game has been in the works for a
long time, it is only recently that all of the elements are
coming together in a way that to make a playable game. When
we played the first build of the game ourselves we were blown
away by how well everything fit together, enhancing each
individual part into something even greater. I think the
entire team is very proud of the quality of the project and
the fact that most of the initial ideas dating from the start
of the project are still part of the game and, more often
then not, even expanded upon.
A big thank you to Marco and the rest of the folks at
Spellborn! We look forward to watching this game grow and
develop!