Alganon is a fantasy-based MMORPG that allows thousands of people to play together in a virtual world that features multiple races, powerful weapons and armor, deadly magic, epic quests, ancient places to discover, the utilization of detailed tradeskills, and more. When this MMO first came to our attention, it was known as Crusade. Then to set the game apart from the competition, QOL changed the name to Alganon. Recently, we got a chance to talk with David Allen, the CEO of QOL and Lead Designer of Alganon. To learn more about this new title, we questioned David.
Includes two exclusive wallpapers and some screenshots.
MMOsite: Hi, first thank you for accepting our interview. Your fantasy MMO Alganon is entering closed beta phase. Congratulations, and can you briefly introduce your company Quest Online LLC (QOL) to our readers. How long have you been working on the project? What are your goals for your company?
David Allen: Thanks! QOL was founded in January of 2006 to create the game now known as Alganon, a fantasy-based MMORPG. We celebrated our 3-year anniversary last month and have nearly 40 people working on the project. We've spent the past 3 years building all of our core technology from scratch specifically to create Alganon. The game is really coming together.
MMOsite: How would you describe Alganon in your own words? What is the most fun gameplay available in Alganon? And how will it set itself apart from other fantasy MMORPGs out there on the market?
David Allen: When people ask for a single sentence describing Alganon, my response is "the first viable alternative to World of Warcraft." Being an avid gamer myself, I wanted to build a MMOG that took the best of the successful games out there and enhanced a few of the systems players have been asking for awhile now. Alganon isn't a revolutionary MMOG, instead it's a new, fun, and enhanced MMOG experience for those who play any type of MMORPG.
There are a few core features that really set it apart from others. The first thing we wanted to address was Community by bringing people together. This is why we have built MyAlganon and integrated the Family system within the game. We also wanted to reward people not just for playing, but for subscribing as well, hence the study system, where players can set their characters to learn studies even when they're offline. Next we designed the Library system, an in-game repository of information on creatures, items, quest, and more. Beyond that, it's a system where players can gather information on such repository items by using crystals and turning them in, or "scrying".
Of course we have a very vibrant and exciting world, detailed storylines, deities, achievements, etc, but that's a quick overview of some of our advanced and unique features. We don't want to bite off too much here. There are tons of things we "want" to do, but we have to be realistic about what's viable for an initial release.
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MMOsite: Say something about the Companions & Pets system. What is the difference between a companion and a pet? And any unique elements are available?
MMOsite: What is the library system about? Can you tell us more details?
David Allen: The Library is the in-game repository for all information that is Alganon. It also presents news, core game statistics and keeps track of the exploration a player has done by showing them their own personal library-based accomplishments and sharing this information. The goal when developing the library was to ensure maximum shared game information while allowing participation of information gathering at a minimal level.
David Allen: Our Ranger class, which is the main pet class, will have the ability to tame creatures and use them as fighting companions. The extent of customization for these companions will be refined during the beta process. Pets are exactly that, little pets that can follow you around, etc. but they cannot fight for you. Players can study to have more pets active at once, so it will be possible for a character to have numerous pets of all different kinds out at once.