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Reader Comments (16)

Posted: Jul 7th 2011 12:25PM Snichy said

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Yeah disappointingly, virtually nothing about the actual game in this part. Shame.

Posted: Jul 7th 2011 12:27PM Kitanishi said

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I love him describing his motivations for contemporary setting.

The man seems to REALLY like what he does. I respect that and he certainly IS a genius who made games a feasible form of art and storytelling.

Posted: Jul 7th 2011 12:45PM Destati said

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Tell us if its pay 2 play already.

Posted: Jul 7th 2011 5:14PM Apakal said

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@Destati

I think they already said it was going to be subscription-based awhile ago, but whatever they tell you at this point will be tentative at best, one way or the other.
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Posted: Jul 7th 2011 1:04PM Saker said

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I certainly like the idea of getting away from the mindless kill-everything-that-moves. Bored to-tears with that. Enough already! Evolve!

Posted: Jul 7th 2011 1:06PM Ergonomic Cat said

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Destati: it's pay to play.

Posted: Jul 7th 2011 1:08PM Yellowdancer said

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@Ergonomic Cat

Wow...With all the F2P games available, kinda hard to justify a new p2p unless you're a reboot of a classic game like Everquest or WoW at this point. Or can lean on a strong IP.
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Posted: Jul 7th 2011 1:53PM DiscordSK said

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@Yellowdancer
I'd argue that. I think P2P is viable as long as you offer something unique or take RIFT as an example, something that is a complete ground up experiance.

The problem, I believe, arises when companies offer half finished games with promises of missing features and content filled in through patches. Earthrise, DCUO, WAR and AoC spring to mind as recent examples of games that have taken that approach and paided for it. You simply cannot compete if you don't bring players a full game right from the start.
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Posted: Jul 7th 2011 1:06PM Yellowdancer said

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Hmm...does the game come out this year? That would mean like a November release and buries it under all 20 game of the year candidates...

Posted: Jul 7th 2011 2:07PM Ergonomic Cat said

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All the big name AAA MMOs still seem to be subs, barring Guild Wars 2. It's possible TSW won't be sub based, but I'd be surprised. Also, if you assume sub and you're wrong, hey nice surprise. Vice versa, and you're angry.

Posted: Jul 7th 2011 2:09PM Tom in VA said

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The riddles in TSW sound like they could be at once interesting and extremely annoying.

I'll probably be looking a lot of them up online rather than trying to puzzle them out. I absolutely hated the arcane riddles in games like Myst.

Posted: Jul 7th 2011 2:24PM Acidbaron said

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It's a good article nevertheless, these kind of interviews give you a peak into the head of the person leading the game, what gives you some basis to assume how priorities are set and how the game is shaped.

As that person sets the tone and is directing it.

Expect P2P, the reason is simple Funcom stance is F2P is a certain normal stage of its life but not at the start.
Also sub games are nothing wrong, it's often due to mistakes made that games go F2P to regain their revenue and playerbase.

Games that don't leave a bitter after taste like Rift, run well. It does make it so the games have to be worth the price, in that sense it puts more pressure on the kettle.

I like the tone of this one and the other one that not everything will be to everyones liking, this means they are going with their design and not the one being presented to them like other mmo's of "how to make a wow killer".

I also find it good to read that he shares something i believe aswel that indie companies will push the game genres forward, not mass produced games by EA, Activision.... and their sub companies what follow the generic safe paths.
Despite shortcomings in the past i always appreciated funcom from atleast trying to not create another generic mmo.

looking forward to seeing more gameplay footage tomorrow.

Posted: Jul 7th 2011 2:38PM (Unverified) said

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@Saker

Exactly. Enough with the Pew pew. I want to use my brain. PLEASE?
If only some innovative developer out there could design a MMO to be a virtual world with real adventure and not just a "kill it kill it kill it, Great! Now repeat again because this time its your daily quest" game.

Sidenote: Where are the adventure/puzzle games? Last good one I played was Dreamfall. Why arn't these mainstream anymore... I miss having my brain captivated. :(

Posted: Jul 7th 2011 3:45PM Nerves said

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Yeah, I think of myself as a fairly intelligent person. Then I read interviews like this and think... man, I am just so average it's depressing.

Posted: Jul 7th 2011 4:58PM Pars18 said

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I never got a chance to finish Dreamfall, but im right there with him when he said he wanted to introduce a sense of mystery with video games.

Sometimes, not having all the answers is fun- it can give room for the users imagination and provide a richer experience overall.
Especially when your main thematic elements include horror; the unknown can be very important for maintaining atmosphere in a story.

I hope these ideas translate well into TSW.



Posted: Jul 8th 2011 11:54AM Fixie said

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@Pars18 It is certainly an interesting idea, howewer the end of dreamfall specifically didn't feel like a mystery but mostly as a slap to the face from the general direction of "leaving room for the next part in the series", and i dislike him being so defensive about it.

I believe there needs to be a balance, posing a question but not hinting at all what it's answer might be (like several plotlines at the end of dreamfall) doesn't leave enough for your imagination to work with.

There is the slightly annoying tickle of an unanswered question, but no framework to make the mystery engaging.

The question "Who was the man with a pink hat riding a dark horse last night?" without any additional information isn't a mystery, as there is no better answer than "Anybody.".

To me it feels like a game of connect the dots with 1 dot.
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