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Author: IgnitedGames

Contributors: WonderKing,RoshOnline,Dark_Eden,

Character Classes and Visual Inspiration

Posted by WonderKing Wednesday August 5 2009 at 3:13PM
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Describe the different character classes for us.

The four classes in WonderKing are the Swordsman, Mage, Scout, and Thief. Each of these classes may take one of two paths that fit their play style.

The Swordsman uses either a melee weapon and a shield, or a two-hander to fight enemies. The Swordsman’s main attribute is strength, which mainly adds to the attack power of the Swordsman, but we also wanted the Swordsman to play the role of tank in WonderKing. Generally the Swordsman class has the highest HP and defense, thus, unofficially, vitality is another main attribute of the Swordsman. The Swordsman eventually may take the path of a mighty defender, the Knight, or, an offensive juggernaut, the Warrior.

The Mage brings powerful elemental spells into combat. It is the only class to be able to break through elemental weaknesses of enemies. Their defense against physical attacks pales in comparison to other classes, but they have the highest magic defense to make up for it. They also utilize their intelligence to bring about the most firepower in their spells, while accruing wisdom to increase their mana pool. The Mage will have the option of taking the path of either the benevolent Saint or the fearsome Wizard.

A Thief in Windus believes fortune is grasped by one’s very own hands. The Thief class utilizes its luck attribute into masterful display of critical strikes and evasion. Using twin daggers and ninja stars as their weapons of choice, a Thief fights with nimble strikes and meticulous calculations, knowing thatluck is on their side. A Thief will be able to take the path of a merciless Rogue or a deadly Ninja.

Lastly, Scouts set the foundations of all ranged attacks in Windus. They depend on a sure hand and a sure shot, thus relying heavily on their dexterity to pull them through. They are able to use nature’s energy to blast away enemies that get too close to them and use traps to make sure they never come near again. The Scout’s eventual path leads them to the slick and reckless Gunner or an Archer, the child of nature.

What influenced the design of the characters?

We were influenced heavily by putting ourselves in a user’s perspective. We wanted to give each of the basic classes a specific role to play in WonderKing, but we wanted to keep in mind that users would want to expand on each class’s strengths or even erase their deficiencies through skill and stat points, thus defying class descriptions.

Additionally, many of the designs of the character skills can be found in roots of Asian/European history and Japanese animation. For example, a ninja is a warrior with unorthodox combat capabilities. The art of illusion, misdirection, and espionage is in its historical roots. The usage of gunpowder was more for trickery to real ninjas, but we tweaked it up a bit to use gunpowder to couple with ninja stars so that we can use them to create an explosive fire impact in a fight. Another example of Asian history being prevalent is the variety of Warrior/Berserker skills. We designed a Warrior’s skill to project more of a dragon in fiery form.

The base design of character appearance came from Japanese animation. From the determined big eyes to the cute hairstyles, these can be found in various Japanese animations. Our Gunslinger class has a more futuristic “mecha” type of look as well. Overall, our imagination and alterations of images from different roots came to be the design of the many aspects of WonderKing.


Trucidation writes:

It's hard to muster any sort of enthusiasm when you consider that almost every other freaking MMO offers the EXACT SAME CLASSES. You have a fighter melee guy, a speedy evasion guy, a bow using guy, and a spell slinger. Hell, you guys even pick FOUR classes, the SAME NUMBER as all the other games which feature the same classes.


Thu Aug 06 2009 10:31AM Report
SonGokul writes:


Mon Aug 10 2009 12:08PM Report
mrcalhou writes:

"What influenced the [visual[ design of the characters?"

Maple Story.

Tue Aug 11 2009 1:20AM Report
fallenmoogla writes:

Most people will see a screenshot of this game and call it it maple story right off the bat and guess what... they are absolutely correct!

Tue Aug 11 2009 5:32PM Report
Trucidation writes:

Seriously. I didn't even need to compare it to the closest game it resembles (Maple Story) like you guys did, lol. I simply mentioned the top four generic classes ever in MMOs... and, wa-la, like magic (or unimaginative designers), they match exactly the classes in this game.

Come ON, devs. Even your reasoning for those classes is as generic as ever. Like, why are scouts "automagically" perfect for using bows? Just because those are ranged weapons, and therefore "fit" the stereotype? Think outside the box a little. Magic can achieve ranged effects too, how come no magic spells for scouts? After all why plink at something with a bow, when you can freeze it on the spot? Or raise a barrier to block it from coming closer? Or, hell, polymorph it into something less menacing?

How about your wizard. Just because magic is stereotyped as "blasting things from afar", what about buffing spells? Those are magic too. You could cast an effect like Enlarge, which makes your character 1.5x in size and grants a temporary strength boost, for example. That's still magic, but it doesn't fall into the same "pewpew" stereotype. Or a spell that creates a temporary platform, allowing you to jump to areas inaccessible to other classes.

Let's not even touch the swordsman stereotype. This is another game which glorifies swords as the be-all, end-all weapon and ignores the extremely large variety of weapons which have historically been used. I mean, in your own words, you want "players to defy class descriptions" amirite? Well how are we supposed to do that if you've already straightjacketed and pigeonholed us into your preconceived notions of what each class should be even before we start a character?

We need an emoticon to describe shaking our heads in disgust. I guess I'll just settle for facepalm.

Sun Aug 23 2009 7:24PM Report writes:
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