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Atlantica Online Executive Producer Q&A

ATLANTICA ONLINE Q&A – WarCry Network

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WarCry: Introduce yourselves and tell U.S.A a chip about your experiences in MMO Beaver State broad game development.

My name is Kim Tae Gon and I am the executive manufacturer of Atlantica for NDOORS, based in Seoul, Korea. I've worked on computer games development for about 15 years. The last seven geezerhood have been with NDOORS, creating MMOGs like Luminary: Rise of the GoonZu. From games like that one, we were able to devise Atlantica's guild and townspeople management systems.

WC: When was the conclusion successful to bring up Atlantica to North America? What successful you feel that it would follow made here?

In its development, we knew we wanted to bring the lame to North America, A well as to other parts of the world. Our goal was to produce a lame that would be appealing to people entirely over the world and not equal limited to Asia. We call up it will be successful beyond Asia because the turn-based combat and mercenary features help the game stand out among MMORPGs, since these are not the average. Plus, Atlantica takes players along a chase terminated the world. The monsters at some of these locations are drawn from the legends and folklore of these areas. So in a way, players experience the culture of these places, bringing more of the real macrocosm into the game.

WC: Delight present some background of the Atlantica.

Players must pull through the world by finding the legendary lost civilization of Atlantis. They must go close to the ma as break of quests and defeat monsters in order to pick up clues that will lead them to Atlantis. But players are not alone in this travel. They can acquire mercenaries World Health Organization volition fight with them in battles, which are all turn away-founded. And players can too team with other players too, to try to advance to Altantis faster.
, Information technology took us about three years to modernize the game. Most of that time we worked happening putting together the turn-based combat system and making sure it worked for an online game.

WC: Why did you decide to use 'real life-time' locations rather than a traditional fantasy scene?

Atlantica is a globe-hopping take chances, plagiarised from mythology and legends of real human historywith real locations as the backdrop for this journey. Atlantica breaks from the usual MMORPG scenario of a totally fictional populace. We like the notion that our game has grounding in reality.

WC: Why did the development instruction attend spell-based combat rather than the more "traditional" (these days, anyhow) combat systems seen in other MMOs?

Having the turn-settled combat system of rules was part of the original concept for Atlantica. From the beginning, we wanted to create a different kind of MMORPG, and the act-based system would be one of the main characteristic characteristics. We liked the musical theme of having a game with an updated admit classic turn-based gameplay.

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WC: According to another interview, you declared that one of your goals was to reach to solace gamers and introduce them to the MMO genre. Are there some plans to port Atlantica finished to consoles?

No, Atlantica is strictly for PCs. We just thought Atlantica's qualities – the mission of uncovering Atlantis and the go-based combat and mercenary features – would appeal to console gamers, and perhaps be a diverting and afflict-free way for them to try and transition into the MMO gaming world.

WC: Can PC players use a peripheral gamepad to play Atlantica?

Atlantica is studied to make up played with honourable a keyboard and black eye.

WC: Explicate the guild-pressurized township system. How can players and their guilds build and verify the economies of their towns?

Once a guild takes all over a town, they take control condition of food production and what structures can glucinium built in the townsfolk. What players coif with those decisions will factor into how the town is scored along these cardinal attributes: Security, Industry, Commerce, Culture and Health. The better your piles for these five traits, the more NPCs will want to move to your town, and the Thomas More residents you have the more taxes you can collect. If you don't manage the town well and residents' needs aren't met, and then NPCs will leave your town. Guild members can move back along town quests that will not only earn them more gold and other items for their town, but it bequeath help to keep their ratings high.

WC: Why was the decision successful to limit point multiplayer to parties of three? Can players take their mercenaries into battle?

Yes, players can take upfield to eight of their mercenaries into battle. Having mercenaries is the other key boast to Atlantica. That means a fighting ram of nine for one player, including his or hers important character. In the turn-based combat, you rich person conscionable 30 seconds to attribute a move back to all of your characters. So you have to think and play fast. This contributes to making Atlantica's action quick and exciting.
For parties, we sporting thought three would be a good number. With to a higher degree three, on that point would be more than 27 characters on impartial one slope, and that, we opinion, would just make the screen look too busy and perhaps disorderly. And two is simply too small of a number.

WC: One thing players feature noticed during beta examination is the lack of customization of their characters. Will more models equal easy after the authoritative launch (body types, faces, hairstyles, etc.)?

For the moment, sex, body character, face, hairsbreadth and clothes will still be the solely options players have when they make up their main characters. But we do have plans for more options in the future.

WC: Atlantica uses the microtransaction system. Why was this decision made? What types of things will players be healthy to purchase?

All of NDOORS games use the microtransaction system, and in that location are no plan to deviate from that. We favour to give players the option to try out the gamy without having to pay up a subscription tip. If they pay back into the game, they have the choice to buy things to enhance their live.
The items available for purchase are the equivalent things you give notice find in the spunky, things corresponding scrolls and potions, likewise as convenience items like automobile-conflict. So for players who want to advance faster, they have the option to foot up items like these quicker past buying them.

WC: How much control does a player have over their character's advancement in levels? Are points mechanically allotted or do players verify which abilities and skills they would the likes of to raise?

Players have a lot of control in how their characters in advance. When you climb on a level, you earn a bonus point and a skill point, and you can apply the skill betoken to whichever attribute you prefer, much as long suit or defense. The skill point can glucinium wont to either cost increase the effectiveness of a specific magic skill or ADHD a new magic ability to your repertoire. The same applies to mercenaries when they go up a level. You have a bonus compass point and skill point to kick upstairs each mercenary's abilities and skills.

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WC: Will players be competent to 'reroll' their characters and Ra-assign skills at whatever guide?

Thither are items that can be found or purchased that let players alter and re-assign their character's traits, including weapons, skills and even his or hers gender.

WC: What plans do developers have beyond the initial release of Atlantica? Are there any plans for sequels operating theatre content additions?

There testament be content additions in future updates. We think extraordinary of these will be peculiarly sport for North Americans, as some of the content has been tailored for them. The globe-hopping adventure will nearly definitely take players to the United States for close to challenging monsters. We hope American players will keep playing to find out.

WC: Are there whatsoever plans to expand the races and classes?

For main characters, there aren't any plans to expand classes, which are ascertained away the weapon players take. There's entirely one race for the principal character, since atomic number 2 or she is supposed to be a descendant of Atlantis. But there will be additional classes of mercenaries coming out in the forthcoming, gift players more options in assembling a fighting pull out.

WC: Will the worldwide of Atlantica ever be brought to North/South America or Africa?

Yes, all the continents exclude Antarctica will live represented in the game.

WC: What accommodations have been made for so-called "casual players"?

With the main storyline of determination Atlantis, the action is all PvE, soh players can work their way to Atlantis at their own pace, taking on monsters when they have time. We think the number-founded combat system of rules is intimately-suited for casual players. It's fast-paced and quick, and not something players get bogged down into. There's no hacking and dynamic.

WC: What accommodations have been made for so-known as "hardcore players"?

Well, we think the turn-founded fighting will appeal to hardcore gamers for the Sami reasons. When you put the fight in collaboration with mercenaries, the mettlesome becomes very strategic. First of all, you need to choose which mercenaries to take into a fight back. Once in combat, you take to decide quickly what move to make for each character. Sometimes you won't want to move a character, because you need to ramp up his Action Power so he can use trick skills later. Then at that place's the deep role-playing environment for players to get immersed in. Players can craft, and they give the axe physical body guilds that bear towns or even nations, if you declare war on them and then beat them in PvP battles.

WC: Is there anything other you would like to tot up? Please come!

Atlantica, we believe, can appealingness to all types of people, with the wide variety of features and elements to the gritty. You're also exploring the wide and diverse world of the game, with monsters straight out of the myths and legends from all parts of the worldly concern. We'ray practical on improving the game even more, adding radical content and refinement and upgrading the different features in the game to make the Atlantica see even more fun for complete.

https://www.escapistmagazine.com/atlantica-online-executive-producer-qa/

Source: https://www.escapistmagazine.com/atlantica-online-executive-producer-qa/