In-Depth Conversation with The Secret World Three Main Devs
Date: 11-29-2011 Views:
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Rockpapershotgun talked progression, hand-holding, and more about The Secret World with three myth-makers: Marten Bruusgaard, lead designer of The Secret World, lead content designer Joel Bylos and the game's writer, Ragnar Tørnquist.

The conversation talked about some designs The Secret World deviates from traditional MMO. Such as no levels and no classes, this had been hyped by other MMO, but that's difficult to do it.

"The missions do that in more subtle ways. There's a mission called supply run, where you pick up stuff. That's a very simplified way of looking at the mission – yes, you do pick up stuff – but in addition, you learn the layout of the town. You learn where you can go and where certain things are located. That's just one of the ways in which we guide you, but we try to use subtle methods," Bylos says, "I think I said before that I believe World of Warcraft uses a very heavy hand to guide players. It says, 'pick up this stuff here, go and do these missions in this place here, do all the quests then go this place here and do the quests there'. That's very heavy handed. In our game, we try not to be as heavy handed. It's much more of a light touch and comes through in the places you visit and the people you meet."

As to the problem about the endgame of a story-led MMO, they said they could easily add content once a week but they won't, they will add content to the game in various ways instead.

There are plenty of details in the conversation. You can read the full talk at RPS.

