Arkadaşlar bir oyun sitesi Brian Knox ile Aion Online hakkında röportaj yapmış. Çok hoş bilgiler var bende bulduğum gibi koydum zaten bugün yayınlanmış dünya ile aynı anda extraloobda. Mesela kasmak diğer oyunlar gibi zor olmıcakmış 3 ırk olacakmış 2 kisi oynanabilecekmiş. Michael Lafferfly a çok teşekkürler. Tam metin aşağıda “I think it is the classic Civil War story” Over the past several years, NCsoft has established itself as not only a major player in the realm of massively multiplayer online games, but also a company that looks to take chances here and there when developing an MMO. In some ways the pending title Aion: The Tower of Eternity plays a few things safely, drawing on the experience the NCsoft developers have had in the industry as well as taking elements from other sources (sort of combining the best of what is out there). Aion, though, tells a different sort of story – one that breaks the mold of good versus evil and instead focuses on two races evolved on either side of a shattered world. One race lives in the bright light and the other in shadows. So instead of good versus evil, it is a title of dark versus light. NCsoft recently had an event in San Francisco for a little hands-on time with the game. At that event, GameZone had the opportunity to chat with Brian Knox, the game’s associate producer. Question: The game is bridging some areas in the genre, taking the best of what has been in the MMO industry and incorporating it into the title. What was the biggest challenge you faced in this regard? Brian: It was really important to us that this game appeal to a global audience. So when the title was started, we went to the East, the West, Europe, everywhere and wanted to pick out the best features of all the games around the world and make sure that Aion would have that global appeal. We really feel there is not a lot of difference in the games around the world – a good game is a good game. Q: The Asian market does not seem to mind the grind as much as the North American market does. So when you talk about the globalization of the game, you are talking about a diverse set of gameplay elements. How big of an undertaking was that? Brian:While grind games were more prevalent in the past, I don’t think they had a lot to choose from. Now they are seeing all games everywhere, they don’t want to sit there and do the same thing over and over again. That’s a misconception. I think that Aion is one of those games that people are starting to realize – especially in Korea – that this is a new breed of game. Q: In many ways you have taken a concept that has been visited before, that of a split race. But in Aion, there is no good or evil, it comes down to the look of the character races. The underlying element is that they are trying to attain the same goals. How did you spin that into a viable game-length concept? Brian:I think it is the classic Civil War story. You started all as one and then something happened – in this case it was the shattering of the Tower. And each side blamed the other. Five of the Imperium lords went to one side and five went the other, and each had their following. They were actually separated for thousands of years and in that time their hate and bitterness grew for the other side. So when they finally reunited in the Abyss area, that hate came out. But each of them has their pluses and minuses. One side looks a little darker and you might think they are evil but if you actually go through the lore of the story, you will find out that they aren’t evil. And the Elyos come off as a bit arrogant, and they are the lighter race. Q: The customization of the characters is pretty intense. Inasmuch as NCsoft redefined notions of character customization in MMOs with City of Heroes, you have taken that concept and expanded it markedly. Brian:We really want people to be their own person. You walk around town in real life and you never see anyone that looks exactly like you, unless you have a twin you didn’t know about. In the game it is the same way. We wanted people to be individuals – we wanted them to be short, to be fat, to be pretty, to be ugly, what they want to be. And that’s a very challenging thing to do with a game, especially when we have human classes – we are not picking different races or anything like that – it’s just humanoid and by giving them the sliders and the features and the colors, you are really able to create something of your own. But at the same time it is a fantasy world, so you can exaggerate with the colors and the tattoos and marks and the things that add a little more personal flavor so at a distance you can tell who is who. Q: One of the first things that people will notice is the flight dynamic. But like you explained early, this is not a situation where you have wings and fly all the time. Flight has to be used strategically. Tell us about the impetus of incorporating flight into the game. Brian:We want you to think before you fly. We don’t want flight to be your mount. It’s not the game with wings. We want it to have a reason and purpose. For example, in combat, some skills will work and some won’t. It is also on a timer, so players will have different types of buffs, armor and enhancements that increase that. Also there will be different skills that take flight away. So if you see someone that is attacking from the air, and you take their flight away, they’ll drop to the earth and take a lot of damage and maybe die. So it might not have been the smartest thing to take to the air against that class. We want you to think before you fly and to use flight when you need it, and not take it for granted. There are other classes that may not need to fly as much, because their role in the legion – which is our guild system – is to stay on the ground and be the brute force. Q: How deep will the guild system be? Brian: Right now you can have your own guild cloak, and you also gain rank and fame Q: Will there be quests that drive guild status? Brian: Yes, in the Abyss, you will get Abyss points as both a guild and individually. It will bring you more fame and notoriety. Q: The game is billed as PvPvE title. Is this open-world PvP? Brian: Yes. If you venture into the Abyss area, the middle battlegrounds area, your setting yourself up to be attacked and you can be attacked. Q: And there are three races but only two are playable. Brian: Yes, third race are the Balaur, a Draconian race, an advance AI race. They are actually the evil ones compared to the other two. They will insert their will here and there. Sometimes they will be your ally and sometimes they will be your enemy. And there will be times when you want to get them involved and it might pay off or it might not. So if you are outnumbered on the battlefield, and see the Balaur in the distance, it might be to your advantage to get near them and involve them in the battle. Q: When the game releases in ’09, there will be a level cap of 50. You said that the leveling experience will not be as hard as we’ve seen in some other Korean-developed NCsoft games. Is there an end-game? Brian: Aion is based on horizontal development. To me that is when you reach the level cap and you work on not only attaining items, but what we call stigma, which is a way to customize your skills or character. It is a lot of collection, so you have to collect the stigma stones. You have to collect the mana stones so you can apply to your items and customize your items. Q: Will crafted items be better than dropped items? Brian: I think that the highest will still be off the highest end encounters in the game, but crafted items will have their place. And crafting is viable for everyone in the game and you actually gain experience when you harvest resources across the world. Our goal with this game is to release a very polished game that is ready in every aspect when it is released.… Aion: The Tower of Eternity is slated to release in 2009.