[Part 2]NCsoft: Blade & Soul to Launch OBT in Taiwan Next Summer Interview
Date: 03-01-2011 Views:
KeyWords: Blade & Soul,Kim Hyung Tae,Force Master,spell-typed class,Destroyer,Blade Master,Assassin,Skill
- Summary: From Blade & Soul's concept art that has been unveiled, we can see that the mass, magnificent scenes and the comparatively small characters do bring impressive visual impacts at some point. But such visual impacts seem hard to be fully realized in the gaming world, which's also where developers put great energy in order to present players with perfect visuals as Kim Hyung Tae said.
Developers Try to Realize the Visual Impacts Brought by Concept Art
From Blade & Soul's concept art that has been unveiled, we can see that the mass, magnificent scenes and the comparatively small characters do bring impressive visual impacts at some point. But such visual impacts seem hard to be fully realized in the gaming world, which's also where developers put great energy in order to present players with perfect visuals as Kim Hyung Tae said. However, Kim expressed that they wouldn't introduce insignificant settings only for the sake of maximizing visual impacts, but would exert themselves to make the scenes featured in the concept art accessible to players in the game.
- More New MMO Details @ New Games Frontier
- [Part 1]NCsoft: 60%-finished Blade & Soul to Launch OBT in Taiwan Next Summer
Even Monsters Have Their Cultures
With regard to the four races in Blade & Soul, whose name displays a strong oriental fantasy style, someone once though them not creative enough because they all "looked like humans".
Pae Chae-Hyon admitted that Blade & Soul indeed focused much on human-related game content, so different stages of a human being's growth would be shown in the game, e.g. from a very little child to an extremely old person. According to Pae, other races, however, may appear as NPCs in the game, and even monsters will have their own cultural backgrounds and settings. Additionally, some objects will be endowed with life, and meet players in a humanized manner.
But does it mean that players' characters may grow old as people do in real life? Kim Hyung Tae said that aging is an unavoidable problem after all, and they'd do their best to let players experience the variations in life.
Each Class is Made Independent
According to Pae Chae-Hyon, as Blade & Soul is mainly characterized by oriental martial arts, they give priority to the oriental elements like boxing, swords & knives and hammers to interpret the game, and for the sake of overturning the tank & healer settings common in existing RPGs, they will also try to dispense with the magician class. After the game's official release, they'll define new classes depending on players' preferences. For example, if they find players are fond of group events, the newly added classes may be those that are expected to bring benefits like auxiliary skills; and if finding players have a bias in favor of solo play, they will then add shooting classes.
Force Master Acts Like an FPS Shooter
When being asked whether the unveiled "Force Master" was more like a spell-typed class, Pae said that in comparison, Force Master was more like a shooting one.
As Pae recalled, Blade & Soul's melee classes including Kung-Fu Master, Destroyer and Blade Master was considered fairly creative when being tested internally in the early days, and only its Force Master was said to be very like magicians and wizards in the previous RPGs with nothing special. In this respect, Pae reconsidered his idea. Now that ranged classes' spell casting was somewhat out of date in common RPGs, the developer team then endowed Force Master with FPS-style weapons, e.g. Force Master can use sniping skills to attack a particular target in the far distance, release the skills as powerful as shotguns to react against the enemies around, or apply corresponding skill when wishing to take advantage of geographical conditions like the earth.