
It looks like
Brad took a day off to read through the OVFs and the result is a ton of very detailed posts to discuss. But first
Aredhel has put up a short
editorial on her feelings about our recent trip to
Sigil HQ. Again we can't and won't go into detail about secret sauce until we get approval, but we can discuss our general experience which, I must say, was great.
Now, back to Brad's comments. I'll say this: Brad almost broke me, this flurry! As you may or may not know, I do the forum debrief by hand and it took me all day to find time between projects to get it done. You can't keep me down, Brad! That said, an automated system is now on top of my list of things to do since I can't afford to spend that much time tracking dev comments by hand any longer. For now though, I found this comment in the recent Vision thread particularly good:
Quote:
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Originally Posted by Aradune
We have identified our target audience, the core gamer. Please look up previous posts where I've said alot about who I feel that is. Then we are also going to try to attract more casual and more raid people. People on both sides. But never putting the core gamer at risk. And then we are going to branch out almost from a genre-standpoint. We are doing things like very involved harvesting/crafting, diplomacy which touches, eventually even on RTS elements, and more. We're taking combat really far. Good luck on two-boxing. You need to pay attention in this game. Everyonce in a while somebody sees a level one in Vanguard and is concerned the game pace is to slow. I promise you, you want the general 'round' to be that long, because even at mid levels there is THAT much going on. You need to be aware of who is doing what, what NPC is on who, what abiliity they are about to use, if you have a counter. You could be using a combat starter and a bridge could pop up that forks. Which related ability do you want to use? Make your choice. You don't have much time. Oh wait! While you were thinking, in those brief seconds, another icon popped up. A counter ability/spell. Now you need to decide whether to finish your chained attack (and which bridge to take), or to counter that ability. What do you now about that abiility? Is it critical enough to counter no mattter what or can you let it slide? But wait, while you're pondering all of this, two more icons pop up giving you the opportunity (and letting you know) that your secondary defensive target, say your cleric, was just aggroed. You have the option of rescuing him.
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The combat system is incredibly deep, far deeper than any other MMO to date in my opinion. I'll have an article about this sometime next week but for now, I'd like to draw your attention to some other well written articles before burying you in dev posts.
Silky Venom has published the first article in their
"How Gaming Changed My Life" series.
Hallower, the Silky Venom news manager and writer of the
first article details in his piece how MMO's helped him break out of his shell of isolation and become a more social person.
Vartu Faroth, one of
Tentonhammer's newest staff members, has published an article entitled "
The promise that is Vanguard: Saga of Heros". In his article, Vartu discusses some of the things that are important to him in an MMO. They are artificial intelligence, the combat system and the virtual game world.
Lady Sirse has put together the final article of the Tentonhammer Secondary Market column. Entitled "
A matter of choice", Lady Sirse summarizes the previous three articles and explains that each person who touches the world of Telon must make a choice to support the secondary market or not. In the months and years ahead we can only hope the majority choose to not support the secondary market.
Forum Debrief: