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Reader Comments (14)

Posted: Jul 6th 2011 2:29PM Kitanishi said

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Oh god, I love Ragnar's jabs at PR stuff XD

Posted: Jul 6th 2011 3:17PM BigAndShiny said

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Lol.
Theres a guy who speaks his mind who isn't a prick.
What im worried about is how zone progression will work? Are all monsters the same difficulty or what?

Posted: Jul 6th 2011 3:35PM Nerves said

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That was a GREAT interview. Lots and lots of stuff there. I love how he explains the function and describes the 'dragon' faction. Awesome.

@ bigandshiny

Not the same difficulty. There can be a difference in difficulty not based on level. Some zones might have a higher mob density, or more dangerous mobs, or mobs that you'll need a large group to engage successfully. I'm sure you can think of 2 zones in a present MMO that are the same level, but differ greatly in difficulty.

Posted: Jul 6th 2011 4:12PM BigAndShiny said

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@Nerves
but how will i feel like im fighting bigger, badder monsters as i progress?
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Posted: Jul 6th 2011 6:41PM Apakal said

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@BigAndShiny

More abilities, more power, harder to kill? I don't know, there are about a million ways other than a number in a tooltip to determine and define difficulty. You might for once actually have to pay attention to what you're doing while you're running around the world. *Gasp*
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Posted: Jul 6th 2011 6:44PM Apakal said

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@BigAndShiny

Besides, what was the last game where you actually felt like the game got tougher as you leveled up? Its generally a pretty parallel progression and a pretty static difficulty.

If anything, most games get easier as you progress. You get better gear, better stats, more useful abilities, etc. etc. while mobs mostly stay the same, just with bigger health pools. It would be nice to see that trend reversed.
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Posted: Jul 7th 2011 1:40AM mechanicalturk said

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@Apakal

Why so facetious?
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Posted: Jul 6th 2011 3:51PM DiscordSK said

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The more I've read about the game, in the last year or so the more interested in it I become.

Was always planning to give it a shot, but it was one of those backburner try if other games don't work out type of thing. Now it sits up with SWTOR and GW2 when it comes to games I definately want to play. Possibly even above GW2.

Posted: Jul 6th 2011 4:04PM mechanicalturk said

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Very informative interview. I find it encouraging that I have seen a few commenters, from past articles, mention that TSW is sandbox-y in some way. I can't remember ever seeing Funcom explicitly cite their sandbox elements, but I definitely see the potential in some of the game elements. Is the assumption that TSW has sandbox elements simply due to Funcom stating that this won't be a WoW clone?

I am asking because I am hoping there are official sources pointing to the sandbox elements being included in the game. I can see the potential in the highly diverse character progression options. Ragnar's comments about the factions and their guiding purpose, or lack of, makes me think there could be more ways for players to shape TSW's lanscape. I hate to overuse the popular political system meme, but internal and external faction politicking could really make this game fun.

My concern is that the overarching story and distinct answers to the puzzles, etc will follow a strict unalterable path. Did I miss something? Maybe those details have yet to be revealed about TSW.

Posted: Jul 6th 2011 4:13PM BigAndShiny said

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@mechanicalturk
Having researched it a bit, I would describe TSW as a themepark game, with large story chains (although I don't think there will be one be-all end-all story) and sandbox elements for certain 'showcase' quests.
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Posted: Jul 6th 2011 6:48PM Apakal said

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@BigAndShiny

There most definitely will be a be-all-end-all story line. They talked about it a lot in the Rock, Paper, Shotgun interview the other day.

And I quote:

"Ragnar explains that while no one will be forced to delve into the meta-story to be able to play the game – there’s no obligation to engage in the ARGs, real-world content, and so on – in the end piecing it together will become unavoidable for anyone who’s playing, even if it’s entirely passive. As the man in charge puts it, “You don’t have to give a shit about the story to feel it.”

Each of the three secret societies has one common link: the Council Of Venice. Who they are, what they’re for, you need to find out. Why are there the Dragon? Who is in charge of the Illuminati? What is the cause of the current explosion of “filth” in the world? What is the cause of the world? Why are there human beings? What killed the dinosaurs? If ghosts are real, why 'are they real? >. And how come there are religions? Everything"

http://www.rockpapershotgun.com/2011/07/05/the-secret-world-preview/#more-64898
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Posted: Jul 6th 2011 4:11PM WyattEarp89 said

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@JohnLane

What the heck does this comment even mean? What does the Secret World and Star Wars the Old Republic have to do with each other? I think you are saying that both are from EA? If so then that is false. TSW is from Funcom, EA is just SWTOR.

Dang my brain hurts when trying to read your comments.

Posted: Jul 7th 2011 4:15AM Interitus said

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Having to interact with the real world reminds me a bit of majestic. Now that was a crazy game, they would IM you, call you even fax you. But it was fun because you had to figure out the meanings of everything you saw or heard.

Posted: Jul 7th 2011 3:14PM Nepentheia said

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What made Anarchy Online an amazing experience, I am seeing glimmers of again in The Secret World. Funcom lost its way with AoC, but I truly hope all the creativity and imagination from Funcom that made Anarchy Online so special will be alive and well in The Secret World. If so, this will be something to be very excited about. :-)

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