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Ren
http://www.casualgaming.biz/news/28984/INTERVIEW-Jagex

QUOTE
INTERVIEW: Jagex

Jul 28th 2009 at 19:51 by Will Freeman

MMO MONTH: Thanks to the success of MMO Runescape, Jagex has become one of the country’s largest indie developers. A new MMO, tentatively titled Mechscape, is now underway at the studio, and its FunOrb browser gaming portal is gathering momentum.

To learn more, CasualGaming.biz sat down with Jagex CEO Mark Gerhard, head of games development Henrique Olifiers, and head of public relations Adam Tuckwell, to talk to a company not typically associated with the casual sector can offer new generations of gamer young and old.

CG.biz: For our readers who aren’t familiar with the emergence of Runescape and Mechscape, can you tell us a little about the games’ history?

Mark Gerhard: With Runescape we just created a game we wanted to play. It was a fantastic success and it grew as players consumed content. A few years in we felt that, as we know how to make an MMO, and it has been so successful, wouldn’t it be great if we could rewrite the rulebook? Runescape already had so much critical mass, and players obviously enjoyed that certain type of game play – that’s kind of where Mechscape was born.

Henrique Olifiers: We started this with the mindset that we should create a game which wasn’t just Runescape in space. We wanted to create a brand new game, but learning from the experience we got from running Runescape, we understood the players, and the game mechanics for MMOs. We started to move on and create something completely new, and Mechscape is the result of this mindset.

We have created this unique universe, and a massive back-story to the whole thing. We did that for years, and then we started assembling the game. So there’s four different playable species, and a whole new set of game mechanics has gone into the game. We’ve tried to create a MMO which sits above the other MMOs, with the kind of engagement it has with the user, and the underlying game mechanics.

MG: It’s something new, even within our own demographic, I think it’s fair to say.

HO: Yes. People evolve over time, players evolve over time, and they have lifecycles throughout MMOs. They can play Runescape for a number of years and then maybe want to move into something deeper and more engaging, so we will offer them this game to move onto. Mechscape, which isn’t the final name, is a game project we have created for someone who is slightly older than Runescape players, and who is looking for more engaging gameplay, more storyline. Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS. It’s very different from that perspective. Just to give you a hint, his game doesn’t have XP {Experience points]. It is so different from everything else.

CG.biz: You’ve talked about Mechscape being something deeper than Runescape, but you’ve also talked about a lack of XP. Is this a game for die-hard MMO fans, or does it have something to offer newcomers?

HO: Definitely, if you look at the space we’re trying to get into, the sci-fi space, back in the day especially when we started the project there were no a single sci-fi game that was successful. We have Star Wars Galaxy, which struggled a bit, and we had Eve, which is a fantastic project, but very hardcore. At that time there wasn’t a title that really broke in the sci-fi genre, like Runescape did with the fantasy genre. That was our first stepping-stone.

The second one was realising why, at that point, sci-fi didn’t work with MMOs, because it worked with every other game but not with MMOs. We identified a few things that MMOs in the sci-fi space were getting wrong. They were dressing fantasy mechanics as sci-fi, but there was no difference in handling a sword or handling a Light Sabre or handling a Blaster. It was the same mechanic; you have to shoot the blaster several times to grind XP.

If you look at single player sci-fi games like Masters of Orion and Starcraft, you must look at how they engage with the players – its all technology driven. It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff. It’s not about grinding; it’s about research. Its not about accumulating stuff but about building stuff in the way that you want them to be built, so you can develop your on strategy in combat in interaction, and in socialising with other players

CG.biz: So can you tell us anything about the release date yet? Fans are incredibly eager to know more.

HO: We are getting there. We are polishing the game now. Most of the job is done but we don’t want to compromise with the date, because we perform play test all the time, and we want to have the freedom to change as much as we want. We want to release the product when we say ‘this is finished and this is brilliant’, and not be pressured by commitment that we have made to the community.

MG: Ultimately we’re only going to launch it when we’re happy with it. Call it internal quality control if you will. That’s why we haven’t committed to a date.

Our reason for creating games is that we want to make games that we can play and enjoy. It’s not about the right time to launch, a PR opportunity or a commercial opportunity. It’s really just about ‘when is this game ready to go out so it will be fun?’ That approach is really us going back to our roots if you will. That approach was always in the DNA at first.

I think we dabbled for a year or so with the ‘hack, ship, hack, ship, hack, ship,’ model, being more corporate or commercial or what ever the right term is; that just wasn’t us.

CG.biz: Traditionally there’s been a chasm between casual and hardcore gaming, but it does seem that it’s closing. Casual games companies are expanding across that gap. Is that something you think Jagex is doing from ‘the other side’?

MG: I would think we are. It’s not a deliberate play if you will; it’s just what we do and what we’re good at. I think we’ve really helped that industry to get to where it is in that regard.

HO: Yes. Also, it would be safe to say if you are developing an MMO right now, whatever kind of MMO it is, you could develop it in a browser. You could achieve the same quality that you achieve on a stand-alone client. Now, you would go with the browser. It’s easy to reach the player, it’s more consistent in the way that it supports the hardware, and you don’t have to fiddle with drivers, or anything like that

MG: It’s a no brainer. Players get instant access.

HO: So it’s just a question of knowing how to do it and being capable of doing it, and that’s getting easier. I think we will see far more people moving to this space.

MG: That said, it’s not a completely easy space to be in. After nine years we’re still learning, and we’ve done a ton of development and pioneering, which never stops. In many ways it’s a hard gap to close. We know, if we think of our friends like Blizzard and EA, this is the space they want to be in, and they’ve said as much, but they don’t have the tech to be able to do it today. But, no doubt, they are investing heavily to catch up. In some respects it’s a bit like an arms race, making sure we’re staying ahead of the curve.

Adam Tuckwell: When people talk about casual, we maybe see it as something different from how others understand it – to what your readers think. We treat ‘casual’ in a couple of ways. We talk about casual in terms of accessibility, and there we are extremely successful, as anybody can access our games and enjoy them.

But we also see casual being about how people interact with the games, so FunOrb in particular is designed with that in mind. It’s something for time-pressed gamers – even people like us – who love playing games, but don’t have the time. For that reason we try and make all of our games available in a ‘casual way’. That means that you get a full gaming experience, even if you’ve only got half-an-hour. I think we are bridging the gap you mentioned, but we’re also defining a new gap that we’re filling. We’re defining a new band of casual, which we’re doing with the FunOrb games at one end of the spectrum, Runescape at another level, and Mechscape above that.

CG.biz: On the subject of your free-to-play games portal FunOrb, you recently employed Jon Hare, who designed the likes of Sensible Soccer and Cannon Fodder. Will we see any of his classic IP returning on the website?

MG: I think we will, whether it’s Jon’s or other people’s, we will bring in some classic IP. We will be the destination, so if you want to play Bubble Bobble, for example, it would be on FunOrb. So there will be some of that, but the bit that gets us excited is the inventing and creating, and trying something new. We’re not always sure it’s going to be a success but that doesn’t matter, because we don’t go ‘what is the business case?’ Instead we ask ‘will this be fun?’, and if it is we build it.

We will bring back some classic IP, we will do some spiritual successes, and if you look at the site today you will see some spiritual successes of various great games. But it’s also creating all new types of games and gameplay, which is the best bit. I think we’re probably a few months away from one or two of those projects materialising. Right now it’s mostly spiritual successes, and we will be bringing back some old IP as well. As I say a year from now we will be able to say that we have the right blend of classics and originals, for people like us, and we’ll have a really good destination for gamers of all kinds.
PoultryChamp
Dang, this just came over the wires and you got to it before me. tongue.gif

This is some VERY intricate information. Interesting.
Darth Irule
Still no release date ermm.gif . Thats alright. They said they are polishing the game off, which means it's just about done.

Oh, they also change "awesome" to "this is finished and this is brilliant". lol
Explosion
QUOTE (Darth Irule @ Jul 28 2009, 10:56 PM) *
Still no release date ermm.gif . Thats alright. They said they are polishing the game off, which means it's just about done.

Oh, they also change "awesome" to "this is finished and this is brilliant". lol



You just took the words out of my mouth :P
EliteZeon
Polishing eh?

This info really forces me to look at MechScape differently...

In anycase, the other information there, is quite an interest as PC said.
urantis
It seems to me because there doing interviews, it means there slightly not as busy and trying to hype it possibly.

This is good news.
Crash Jordan
He states that they have no planned release date, which contradicts what he said in his cc not long ago. Ah well. I can't wait.
Hoboh
No XP. God damnit lol, I am going to try hard to find things that will make MechScape addicting without XP and leveling up.

I like the mentioning of casual gameplay, because I hate being stuck in the middle of something for hours that if I were to leave before completed I would have to start over again.
Dirk
They shared ALOT of new stuff here. I don't know where to begin! woot.gif
SuperStevee
I really wish they would talk about stuff ingame, but they seem to want it to be a huge suprise. Oh well as long as the suprise is worth it. happy.gif
Drachen
I'd like it if they released the final name, since they keep saying "MechScape is the codename" etc..

QUOTE
Mechscape, which isn’t the final name, is a game project we have created for someone who is slightly older than Runescape players,
Lord John
They haven't actually released anything new... It's just telling us all the stuff we've known for ages.
Crash Jordan
QUOTE (Lord John @ Jul 29 2009, 09:36 AM) *
They haven't actually released anything new... It's just telling us all the stuff we've known for ages.


He said it doesn't use "Experience points", which we didn't know exactly.

But yah. Mostly the same old information thats been recycled.

Gandaf007
QUOTE (Ren @ Jul 28 2009, 03:45 PM) *
http://www.casualgaming.biz/news/28984/INTERVIEW-Jagex

QUOTE
INTERVIEW: Jagex

Jul 28th 2009 at 19:51 by Will Freeman



CG.biz: You’ve talked about Mechscape being something deeper than Runescape, but you’ve also talked about a lack of XP. Is this a game for die-hard MMO fans, or does it have something to offer newcomers?

HO: Definitely, if you look at the space we’re trying to get into, the sci-fi space, back in the day especially when we started the project there were no a single sci-fi game that was successful. We have Star Wars Galaxy, which struggled a bit, and we had Eve, which is a fantastic project, but very hardcore. At that time there wasn’t a title that really broke in the sci-fi genre, like Runescape did with the fantasy genre. That was our first stepping-stone.

The second one was realising why, at that point, sci-fi didn’t work with MMOs, because it worked with every other game but not with MMOs. We identified a few things that MMOs in the sci-fi space were getting wrong. They were dressing fantasy mechanics as sci-fi, but there was no difference in handling a sword or handling a Light Sabre or handling a Blaster. It was the same mechanic; you have to shoot the blaster several times to grind XP.

If you look at single player sci-fi games like Masters of Orion and Starcraft, you must look at how they engage with the players – its all technology driven. It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff. It’s not about grinding; it’s about research. Its not about accumulating stuff but about building stuff in the way that you want them to be built, so you can develop your on strategy in combat in interaction, and in socialising with other players.



That section there, especially at the end just got me really excited.
alphawolf700
QUOTE (Hoboh @ Jul 28 2009, 06:25 PM) *
No XP. God damnit lol, I am going to try hard to find things that will make MechScape addicting without XP and leveling up.

Exactly my thoughts.
Drachen
QUOTE (alphawolf700 @ Jul 28 2009, 04:54 PM) *
QUOTE (Hoboh @ Jul 28 2009, 06:25 PM) *
No XP. God damnit lol, I am going to try hard to find things that will make MechScape addicting without XP and leveling up.

Exactly my thoughts.

Before we start condemning whatever no-xp system they have, let's wait until we actually know the details.

We'll be waiting for a while... since we don't even know the name.
jmb
There are certainly more details in this interview than i have seen for a long time, perhaps this is the interview - or one of them - that olifiers was talking about on his twitter when he mentioned he might have said too much about the game?

I think instead of xp to unlock a level, which unlocks an ability you will amass technology both items and know-how and that will be what enables you to gain new abilities.

But by far the best news is that the world is affected by your actions! This has only recently been heavily used in runescape, such as the repurcussions from the WGS quest. The fact that people act differently to you depending on how you act to them would suggest that people can have different gaming experiences from each other far more than in runescape. Maybe even that this adds replayability or would make you want more than one character in order to experience the different outcomes. If this is in relation to the 4 factions, then it suggests you can only trade etc with friendly factions while others would shun you. Do we have any idea which factions are friendly with each other? I think that we only are sure of 3 of the factions even, so there is still much more detail to be revealed.
TheAnnunaki
"We have created this unique universe, and a massive back-story to the whole thing"

hmm unique universe? do you think that proves their will be multi planets you can go to, because if you couldnt it would say "unique planet" insted of universe.



"It’s not about grinding; it’s about research", this quote also reminds me of that pic of the pligii that had a research station in it, which makes me think research stations will play a big role in this game.
Spire
QUOTE
Mechscape, which isn’t the final name, is a game project we have created for someone who is slightly older than Runescape players, and who is looking for more engaging gameplay, more storyline. Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS. It’s very different from that perspective.


yesss
Arain321
Nice interview, the no XP was a bit of a shocker but good to see they're doing something different.
dHarv
Unbelievable. It seems that they really are making this game a step up above runescape which gets me so much more stoked for this gameee
anima
QUOTE (Darth Irule @ Jul 28 2009, 06:56 PM) *
Still no release date ermm.gif . Thats alright. They said they are polishing the game off, which means it's just about done.

Oh, they also change "awesome" to "this is finished and this is brilliant". lol



Maybe its already awesome! Now they just gotta make it shine.
subzero
The awesome came from the whole idea of how the game is going to be played..how players can become better than others (instead of XP, research+technology). Polishing up is just making sure there are no unfair advantages, bugs, and that everything is smooth and shiny ;D.

Now all that's left to figure out is how one comes by new technology..and how exactly one would "research" stuff. Will the research just be talking to any NPC you see and going through every option..or is it a bit more complicated?

First one to build a spaceship that can make it out of the planet's atmosphere get's a cookie!
Ecljpse
QUOTE (Gandaf007 @ Jul 28 2009, 04:44 PM) *
QUOTE (Ren @ Jul 28 2009, 03:45 PM) *
http://www.casualgaming.biz/news/28984/INTERVIEW-Jagex

QUOTE
INTERVIEW: Jagex

Jul 28th 2009 at 19:51 by Will Freeman



CG.biz: You’ve talked about Mechscape being something deeper than Runescape, but you’ve also talked about a lack of XP. Is this a game for die-hard MMO fans, or does it have something to offer newcomers?

HO: Definitely, if you look at the space we’re trying to get into, the sci-fi space, back in the day especially when we started the project there were no a single sci-fi game that was successful. We have Star Wars Galaxy, which struggled a bit, and we had Eve, which is a fantastic project, but very hardcore. At that time there wasn’t a title that really broke in the sci-fi genre, like Runescape did with the fantasy genre. That was our first stepping-stone.

The second one was realising why, at that point, sci-fi didn’t work with MMOs, because it worked with every other game but not with MMOs. We identified a few things that MMOs in the sci-fi space were getting wrong. They were dressing fantasy mechanics as sci-fi, but there was no difference in handling a sword or handling a Light Sabre or handling a Blaster. It was the same mechanic; you have to shoot the blaster several times to grind XP.

If you look at single player sci-fi games like Masters of Orion and Starcraft, you must look at how they engage with the players – its all technology driven. It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff. It’s not about grinding; it’s about research. Its not about accumulating stuff but about building stuff in the way that you want them to be built, so you can develop your on strategy in combat in interaction, and in socialising with other players.



That section there, especially at the end just got me really excited.


Me too! this was the news I have been looking for. First thing I am building is a At-ST... Then I am researching lasers. hahaha.
WiiRoxedem
Didn't think there would be xp anyway. It's nice to know there won't be xp for a fact now, though.
Pliigi
QUOTE
MMO MONTH: Thanks to the success of MMO Runescape, Jagex has become one of the country’s largest indie developers. A new MMO, tentatively titled Mechscape, is now underway at the studio, and its FunOrb browser gaming portal is gathering momentum.

Interesting how he says, "tentatively." That seems to contradict "Mechscape, which isn’t the final name."

QUOTE
To learn more, CasualGaming.biz sat down with Jagex CEO Mark Gerhard, head of games development Henrique Olifiers, and head of public relations Adam Tuckwell, to talk to a company not typically associated with the casual sector can offer new generations of gamer young and old.

I thought Olifier's title was "Heads of Content" (for MechScape) did that change?

QUOTE
We have created this unique universe, and a massive back-story to the whole thing. We did that for years, and then we started assembling the game. So there’s four different playable species, and a whole new set of game mechanics has gone into the game. We’ve tried to create a MMO which sits above the other MMOs, with the kind of engagement it has with the user, and the underlying game mechanics.

I guess that puts to rest the theories that it will be set in our universe. I wonder if that also means humans won't be one of the playable species? Wouldn't be very unique. tongue.gif

QUOTE
Mechscape, which isn’t the final name, is a game project we have created for someone who is slightly older than Runescape players, and who is looking for more engaging gameplay, more storyline.

Seems to contradict the word, "tentatively."

QUOTE
So the game universe is very fluid; it changes based on how you react with other players and NPCS.

I wonder if that means we'll be able to affect the worlds by changing environments and permanently killing NPCs?

QUOTE
Just to give you a hint, his game doesn’t have XP {Experience points].

Very interesting.

QUOTE
HO: We are getting there. We are polishing the game now. Most of the job is done but we don’t want to compromise with the date, because we perform play test all the time, and we want to have the freedom to change as much as we want. We want to release the product when we say ‘this is finished and this is brilliant’, and not be pressured by commitment that we have made to the community.

MG: Ultimately we’re only going to launch it when we’re happy with it. Call it internal quality control if you will. That’s why we haven’t committed to a date.

Our reason for creating games is that we want to make games that we can play and enjoy. It’s not about the right time to launch, a PR opportunity or a commercial opportunity. It’s really just about ‘when is this game ready to go out so it will be fun?’ That approach is really us going back to our roots if you will. That approach was always in the DNA at first.


Nothing new.

Overall, a pretty interesting interview, although there wasn't that much new information.
Max

QUOTE (Dirk @ Jul 28 2009, 06:29 PM) *
They shared ALOT of new stuff here. I don't know where to begin!
Well, I'll begin for you.


We have created this unique universe, and a massive back-story to the whole thing. We did that for years, and then we started assembling the game.
I like to know that the game has a massive story to indulge into. That might have something to do with the research mentioned down a bit.

So there’s four different playable species, and a whole new set of game mechanics has gone into the game. It’s something new, even within our own demographic, I think it’s fair to say.
Confirms, sorta, that if the game mechanics has been done before, it isn't in MechScape.

...who is looking for more engaging gameplay, more storyline.
Reinforces the first quote. Story is something that is a big part of the game. Something I love. :)

Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS.
This sounds a bit like how Fallout 3 is or Oblivion but those aren't MMOs so it is possible. It would be nice to be able to effect the universe and change it. Possibly have players work one way and other players another thus putting them on a balancing thread. I'm not really too sure what to think about this quite yet and it needs time for me to digest. If this is what I was just thinking about when I was gone for two weeks, then this is something that I would completely love and enjoy. Plus something I thought on my own. I'll share it later.

It’s very different from that perspective. Just to give you a hint, his game doesn’t have XP {Experience points]. It is so different from everything else.
No EXPERIENCE points. This mainly reinforces the fact that there is not skill tree or a set of skills. So anyone wanting to grind... nope... you can't do that here.

We have Star Wars Galaxy, which struggled a bit,
I played the game and it was poorer then RuneScape but a large margin to me. Plus RuneScape was cheaper or even free if you are a free player. They have issues with the economy and many other game mechanics.

and we had Eve, which is a fantastic project, but very hardcore.
Not hardcore as much as it rewarded those who stayed over the years. Now if you were to start you could never even possibly catch up no matter how much you wanted. It is real time based along with a grinding scheme. It is hardcore inevitably because of that.

The second one was realising why, at that point, sci-fi didn’t work with MMOs, because it worked with every other game but not with MMOs. We identified a few things that MMOs in the sci-fi space were getting wrong. They were dressing fantasy mechanics as sci-fi, but there was no difference in handling a sword or handling a Light Sabre or handling a Blaster. It was the same mechanic; you have to shoot the blaster several times to grind XP.
Jagex knows what scif-fi is about if they understand this aspect. The only reason I never got into sci-fi games more then a week. It is the same thing as fanasy games except dressed up different.

If you look at single player sci-fi games like Masters of Orion and Starcraft, you must look at how they engage with the players – its all technology driven.
Notice that both games a strategy games and not rpg games at all.

It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff.

Essentially means that what you make is what your character can be equipped with. Research essentially plays a huge role in what you can make. I also feel this is reinforcing that there are no stats for the player beyond what they wear or use.



It’s not about grinding; it’s about research.

No grinding but lots of research? Research must be everything but no grinding.



It’s not about accumulating stuff but about building stuff in the way that you want them to be built, so you can develop your on strategy in combat in interaction, and in socialising with other players.
This is somewhat confusing to me. More info or I’ll have to see myself. People not hording? Jagex thought up something good.



We are polishing the game now. Most of the job is done but we don’t want to compromise with the date, because we perform play test all the time, and we want to have the freedom to change as much as we want. We want to release the product when we say ‘this is finished and this is brilliant’, and not be pressured by commitment that we have made to the community.

The game is finished but not complete essentially. They are looking for glitches or broken content that they might have slipped up on or are unaware. I would call this alpha testing.

I think we dabbled for a year or so with the ‘hack, ship, hack, ship, hack, ship,’ model, being more corporate or commercial or what ever the right term is; that just wasn’t us.
No it wasn’t and I love that Jagex have moved back. You know why? It makes players feel less heard and the quality of content is less creative. Cheers Jagex for getting back into their roots!

Also, it would be safe to say if you are developing an MMO right now, whatever kind of MMO it is, you could develop it in a browser. You could achieve the same quality that you achieve on a stand-alone client. Now, you would go with the browser. It’s easy to reach the player, it’s more consistent in the way that it supports the hardware, and you don’t have to fiddle with drivers, or anything like that
I told so many that they limited Java way too much. Look now, you have people looking into Flash and thinking that is the way to go when Java is already advanced enough to have games in the browser. They talk about quality that matches what a downloadable client has. This is news I wanted to here.



SuperStevee
QUOTE
Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS


Sounds alot like KotOR. But it's definetly an awesome feature.
Gandaf007
QUOTE (Hoboh @ Jul 28 2009, 04:25 PM) *
No XP. God damnit lol, I am going to try hard to find things that will make MechScape addicting without XP and leveling up.

I like the mentioning of casual gameplay, because I hate being stuck in the middle of something for hours that if I were to leave before completed I would have to start over again.


I doubt you'll have to look hard, obviously the combat will be deep and engaging. Traveling over the planet(s) will be a lot of fun (imo).
Buddy4point0
This is awesome. I'm really glad that I read it!
Excellent information in here.
Bladepaul
In other words all of us will be fat blobs of slime with blaster pistols in one hand, a lightsaber in the other, and a futuristic vibratron-molecular disintegrating pewpew cannon in the third.

We will then roll dice to determine movement, wound allocation, and have to get a "models eye view" of the terrain to figure out line of sight.

I can't wait!
Gandaf007
QUOTE (Bladepaul @ Jul 28 2009, 09:10 PM) *
In other words all of us will be fat blobs of slime with blaster pistols in one hand, a lightsaber in the other, and a futuristic vibratron-molecular disintegrating pewpew cannon in the third.

We will then roll dice to determine movement, wound allocation, and have to get a "models eye view" of the terrain to figure out line of sight.

I can't wait!


Please, enlighten me to how you got that conclusion.
MadMech13
Some really good info there, and well I think Mechscape is almost upon us!
Dracul
To be honest thats a pretty cool interview.

I think, they've just reignited my personaly hype for the game
ExTinkt
That is some great news truly.
Releasesomeinfo
So I'm assuming this interview's "Polishing" means soon is no longer in effect, because if we look at MMO history, "Polishing" means to make a game not suck/stop being boring. Source, WarHammer Online. The devs were all "Soon" and we're "Polishing" the game when talking about the release date. End result: A "Polished" dull game that was boring, even with the polish and the delaying. Mmmmm I can't wait for more soon polish wait for the release after the member's beta.
ProMetaAnaTelo
QUOTE (Gandaf007 @ Jul 29 2009, 12:19 AM) *
QUOTE (Bladepaul @ Jul 28 2009, 09:10 PM) *
In other words all of us will be fat blobs of slime with blaster pistols in one hand, a lightsaber in the other, and a futuristic vibratron-molecular disintegrating pewpew cannon in the third.

We will then roll dice to determine movement, wound allocation, and have to get a "models eye view" of the terrain to figure out line of sight.

I can't wait!


Please, enlighten me to how you got that conclusion.


Ignore Paul's trolling. I'm excited for the game. :)

Crap... I just said that.
Drachen
QUOTE (Releasesomeinfo @ Jul 28 2009, 10:37 PM) *
So I'm assuming this interview's "Polishing" means soon is no longer in effect, because if we look at MMO history, "Polishing" means to make a game not suck/stop being boring. Source, WarHammer Online. The devs were all "Soon" and we're "Polishing" the game when talking about the release date. End result: A "Polished" dull game that was boring, even with the polish and the delaying. Mmmmm I can't wait for more soon polish wait for the release after the member's beta.

Hmm wasn't aware anyone on these forums ever knew about WAR.

Anyway, agreed it was a big disappointment... and I still follow the game a bit and see that most of the "Producer letter's" are "soon." with no set timeline...
T 800
No XP and a more interactive game world. Good news all round!
Lord John
I hope there is some form of level system. No Xp makes it seem as though money is really the only important thing from stopping you being better than everyone else.
Pliiginator
The no-xp can be a good thing.
Something whole different is always fun ^^.
Wege
This sounds very promising =O
Xelb
Ah this is a good interview. At least NOW we know that they are in the wee final stages of finishing the game. In short, this interview confirmed my suspicions when concerning the release date, the nature of the game, and how they plan to "get it out" to other people (ie: The promise of "non-grinding" gameplay). The only problem I have now is this quote:

QUOTE
We want to release the product when we say "this is finished and this is brilliant", and not be pressured by commitment that we have made to the community.


I don't get the point that Olifiers is trying to make. The fact that they have made several announcements in the past as to when this game would be out, gives us more than enough right to pressure them for this game to be released. Hell, the last time we had a release date was for March of this year. It's the end of July now. So I think it's fair that the team working on this game be pressured, because after all, they're the ones who made these false release date promises. It's my opinion that if they hadn't said anything at all about the release date, then they wouldn't feel as pressured. But since they have, I think it's fair to say that they need a little more "motivation" from us.

Nonetheless, good interview to read. I stopped reading after they begin talking about Funorb because I have no care for Funorb whatsoever.
killrrhubarb
QUOTE
It’s not about the players and it’s not about the characters. It’s about what they can make and what they can use, so gadgets and technology and that sought of stuff.

Essentially means that what you make is what your character can be equipped with. Research essentially plays a huge role in what you can make. I also feel this is reinforcing that there are no stats for the player beyond what they wear or use.

That, and the interviewers can't spell "sort".

Very interesting interview, I learnt quite a bit about the mechanics of the game (the storyline being fluid), and no exp points in the game, which they have hinted towards doing in other interviews but have never released a statement that there will be no exp until this interview. Nice read.
Walshy
QUOTE (Xelb @ Jul 29 2009, 12:33 PM) *
Ah this is a good interview. At least NOW we know that they are in the wee final stages of finishing the game. In short, this interview confirmed my suspicions when concerning the release date, the nature of the game, and how they plan to "get it out" to other people (ie: The promise of "non-grinding" gameplay). The only problem I have now is this quote:

QUOTE
We want to release the product when we say "this is finished and this is brilliant", and not be pressured by commitment that we have made to the community.


I don't get the point that Olifiers is trying to make. The fact that they have made several announcements in the past as to when this game would be out, gives us more than enough right to pressure them for this game to be released. Hell, the last time we had a release date was for March of this year. It's the end of July now. So I think it's fair that the team working on this game be pressured, because after all, they're the ones who made these false release date promises. It's my opinion that if they hadn't said anything at all about the release date, then they wouldn't feel as pressured. But since they have, I think it's fair to say that they need a little more "motivation" from us.

Nonetheless, good interview to read. I stopped reading after they begin talking about Funorb because I have no care for Funorb whatsoever.

Not really, we have no rights to pressure them into anything.
Mechscape was found by chance, Jagex didn't say anything about it, and never would have if it wasn't stumbled upon.
They never promised any release dates, just gave estimates to keep us happy - and have explained in previous interviews why they did not meet those estimates, something along the lines of, "it was ready, we just keep thinking up new stuff to put into it."
They really don't owe us anything - we dug up their secret project and they kindly give us treats and new bits of information every so often.


On topic:
Really is beginning to sound more and more like EVE, which is fantastic in my opinion because EVE really is the best MMO out there at the moment. Mechscape really is going to rape Runescape when it comes out, for most people Runescape is their first and only MMO - people don't understand how other MMO's work and in no aspects of Runescape do your actions truely effect the game itself, the closest you can get is upsetting a few players by manipulating a single product on the market on a large scale. From the sounds of it, I have no doubts it'll take some time to get into the 'meatier' more gripping gameplay when it is out, in other words, some people may quickly get tired of it, but that should work as a nice "kid proof" filter - everything will be different and the kids that ruined Runescape won't know what to do with themselves, post on the forums saying the game sucks, and stick to Runescape.


XP = Experience points: You gain points by clicking and grinding, gaining "experience" in that "skill" by repetively doing something in-game which is related to the "skill", therefore raising your points in the specific "skill".

SP = Skill Points: EVE, similaraly to how it was described in the interview, uses researching "skills" / "abilities", which automatically train, and take a certain amount of time "real time" to level up, you have no influence in the speed, you aren't experiencing the skill (therefore, they don't call the points, "experience points" - instead, "skill points"), so therefore you just gain points in that skill. Sorry for sounding like a right EVE Fanboy in this post, but all i'm trying to say here is that "experience points" are directly related to grinding and clicking repetively to skill-up, the term "experience points" is the term used in all MMO's which require grinding to skill up, we already knew there was never going to be experience points - because we knew there was going to be no grinding, and the term "experience points", shouldn't be confused as the single "defintion" for all point accumulating in any game. There are alternative forms of point accumulating they could be using in the game. If you get me.

Not suggesting this "skill points" is the points method they will use though, just wanted to point out that there will almost certainly still be some pointing method to identify a player's gameplay.
Mechable
QUOTE
Somebody who wants more results from their actions within the game universe. So the game universe is very fluid; it changes based on how you react with other players and NPCS.


Anyone else think




when he said that?
Xelb
QUOTE (Walshy @ Jul 29 2009, 08:42 AM) *
They never promised any release dates, just gave estimates to keep us happy - and have explained in previous interviews why they did not meet those estimates, something along the lines of, "it was ready, we just keep thinking up new stuff to put into it."
They really don't owe us anything - we dug up their secret project and they kindly give us treats and new bits of information every so often.

-They've also explained in previous interviews that MechScape would be coming out in the "First Quarter of 2009", to eventually "March of 2009", to eventually "We can't give you a precise date", to finally "Soon". If they really didn't want the community of RuneScape and this one to become impatient over the release (as I know a lot of people who are beginning to wonder if the game even 'exists'), then they just shouldn't have said anything about the release date at all. Maybe they weren't full-on promises, but saying nothing about it would have still been better in my opinion. In fact, I'd rather know more information about the game itself rather than when it is "supposed" to come out, because then it only means that I don't have to grasp on false hope.

In the end, I suppose it's a matter of "Would you rather cling on to a speculative release date, or salivate over more gameplay details?"
Drachen
QUOTE
Not really, we have no rights to pressure them into anything.
Mechscape was found by chance, Jagex didn't say anything about it, and never would have if it wasn't stumbled upon.
They never promised any release dates, just gave estimates to keep us happy - and have explained in previous interviews why they did not meet those estimates, something along the lines of, "it was ready, we just keep thinking up new stuff to put into it."
They really don't owe us anything - we dug up their secret project and they kindly give us treats and new bits of information every so often.


Really? If you're saying they shouldn't listen to us then you're asking them to ensure the game will not meet its full potential. A MMO developer that doesn't listen to their playerbase(even if the game isn't released yet), is doomed to failure(at the least doomed to a bad rep, which is bad for future releases as well)

Also, MechScape was not found by chance, the info was there on the internet, and sooner or later it would've been found.
spadgy
Hey all,

I'm Will, that wrote the interview for CG.biz.

Just so you know, I actually conducted the interview for another Intent Media publication - Develop Magazine. In short, I had to cut out quite a bit of the tech answers out of the interview you've all seen (The reason it might seem a little disjointed).

I'm not allowed to say what is missing from the CG.biz interview, as it is being used for a news story in Develop's print edition. After that is out (not long now), a full version of the interview will go up on www.develop-online.net, so keep an eye out in a couple of weeks.

There's nothing too major, but still plenty of stuff on Jagex and Mechscape.

I'll try and remember to post here the moment the full interview goes up...

Will
dHarv
QUOTE (Releasesomeinfo @ Jul 29 2009, 01:37 AM) *
So I'm assuming this interview's "Polishing" means soon is no longer in effect, because if we look at MMO history, "Polishing" means to make a game not suck/stop being boring. Source, WarHammer Online. The devs were all "Soon" and we're "Polishing" the game when talking about the release date. End result: A "Polished" dull game that was boring, even with the polish and the delaying. Mmmmm I can't wait for more soon polish wait for the release after the member's beta.


Wtf are you talking about? No, polishing means there doing last bit of touch ups and making sure everything is perfect.
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