Network Sites: FPSguru.com RTSguru.com UnboundGamer.com
Login:  Password:   Remember?  
Show Quick Gamelist Jump to Random Game
Games:570  Guilds:2,964
Members:1,441,692  Online:0
Guests:0  Posts:4,581,862
Spellborn NV / Frogster Asia Co.
MMORPG | Genre:Fantasy | Status:Cancelled  (est.rel 04/23/09)  | Pub:Acclaim
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
Desktop Client | System Req: PC 

The Chronicles of Spellborn - Dev Chat Summary

On Sunday, the team from The Chronicles of Spellborn stopped by do participate in a developer chat about the game's world and story. Today, Laura Genender summarizes some of the important information that came out during the chat.

Yesterday afternoon, Chronicles of Spellborn's Pierre-Yves Deslandes (PR Manager), Wlfriend Papillon (German Community Manager), Aurelia (English Community Manager), El Drijver (Combat and Game Designer), and Michael Wolf (Lead Content Designer) joined us in the MMORPG.com chatroom for a special dev chat event. When we last spoke with the TCoS team, our focus was the game's unqiue combat system; today's topic, though, was the lore and world of Spellborn.

Story

With Michael Wolf at our disposal, many of last night's questions concerned the story and storyline of TCoS. One of the most interesting topics to me was the TCoS method of allowing users a permanent change on the world.

"There will be events that have an impact on the game." Wolf told us. In fact, these effects will be permanent - things can be altered in ways that are never undone. The players and guilds who first complete these tasks are rewarded sometimes with monuments to them: "We've already told everyone that we will have the Statues there for certain guild events and such...and those will be unique...there will be unique things for players and guilds to have...and people will look at that statue going 'Damn, they beat us to it!'"

But while other players can beat you to the "first kill" and the statue credit, TCoS has found a way to keep content active and accessible to players. "The storyline will be open to all but the rewards will be for the first players." From what I understand, everyone will be able to experience past content through flashback-like quests.

Not all events work as flashbacks, of course - plenty of quest lines are what we'd call "normal", occurring for your character in real-time.. Like LOTRO, TCoS has a large, overarching storyline that follows you from level 5 to level 50 - the main storyline is about what happened to the world and what the Oracle is doing at the moment. This storyline, though, is extremely flexible and allows players to diverge down many different paths. "Players can follow the stories of the fallen heroes, the traitor High Houses or the dead heroes and find out about their past too."

Along the way, players will be able to join one of the High Houses. Says Wolf, "joining a High House will give you a look behind the scenes of that particular High House and will give you access to a number of quests and a number of special rewards...There is something planned for the post release game that will put your High House choice into focus. Whether you will still like your High House at that point remains to be seen, because not every House likes the others as much!"

While the houses are at odds, this is not a purely good vs evil cliché. "Nothing in TCoS is black and white. Some things might seem to be, but there is always a certain idea behind why someone is acting the way he is. The Enclave of the Five Sacrifices is basically your good guys, but what is happening at the meetings with the High Lords and the High Ladies must be good....even the Vhelgar, obnoxious and loud as they are, are not all evil."

Sometimes these events and quests have ethic parables, as well. Wolf ominously told us, "You will do things...you will regret things...and you will love the reward the quest gave you...but the consequences of your actions will have Deadspell Storm wide effects!"

World

The world is made up of areas called shards. "At the initial release," says Wolf, "the world of TCoS will consist of 4 huge shards, 4 raftyards (tied together pieces of rock upon which skum of the world lives), and several fragments of ancestral world. These all make up what is called The Red Rim and what lies within it is basically where players can roam."

Each shard is divided further into zones. Shards are different sizes and will have different numbers of zones in each - for an example, though, the start-off shard Parliament is divided into about 7 zones. Wolf adds, "Those zones are different in size and can be huge depending on where you want to play."

These shards expose players to vastly different environments. While most of the shards consist of vegetation, some areas lack a water source of any kind. Other areas have had great natural disasters effect their environment; some have been mutated past recognition. "There are desert shards, an ice shard, and there is also a deserted sea floor....we have tried to diversify the surroundings as much as possible to give off a great atmosphere for players to play in... we have some jawdropping areas and I hope you will like them all.

All of this will, of course, be expanded post-launch. "[We] will definitely add new Shards and zones...fragments and even strange places that float within the Deadspell Storm. What you get at release is really but a fragment of the universe that exists within the Deadspell Storm."

In such a huge world, travel is important. "You can travel from zone to zone easily by either walking to it or finding the nearest docks...as a player in TCoS you will use your legs quite a lot. You will have to walk great distances and reach far off places on your own. You can use shardships to cut some travel time off your trip, but you yourself will have to do the rest."

While the static world of TCoS is important, there are also a lot of instanced areas in the game. Most of these are dungeon-type areas, but Ancestral Quests are instanced as well. Some of the Raftyards are also instanced to avoid players ruining eachother's quests (purposefully or inadvertently).

This world is very immersive, and much of the content is found through exploration. "There is a lot of hidden content, most will be in lore format, some will be in people...and some will be seen as one of those 'Oh shit!' moments, where you as a player did something that will set events in motion you really wish you hadn't. Of course we want you to trigger that content, because that's what we had planned!" Wolf teases. "But don't except any neon signs or people with big arrows pointing you to hidden content. There is a lot going on, and some of it is under the very noses of the High Houses."

For now, there are no hidden shards - not yet, anyway!

More The Chronicles of Spellborn Features:

The Chronicles of Spellborn - A Look at TCoS General Article added on Wednesday May 13

More Interviews:

WildStar - Troy Hewitt Interview Interview added on Monday February 13
Repulse - Interview with Scott Hartz Interview added on Friday February 10
DC Universe Online - MMORPG.com Community Interview Interview added on Monday February 06

More Features:

Guild Wars 2 - Micro-Awesomeness Column added on Tuesday February 14
The Free Zone - Is F2P Ruining Korea’s Youth? Column added on Tuesday February 14
 
 
Cablespider writes:

My gosh, I can't wait anymore!

Runite Seeker

New Post Quote
1/14/08 1:41:28 PM
 
narakuu writes:

I'm hoping this to be my back-up if AoC fails... I think I rather play this then WAR but if this game fails also then atleast WAR should be fun but if that fails too -.- .. hopefully aion will be somewhat fun and not too much of a grind like L2... but if it is... I will be a very sad panda >.>

New Post Quote
1/14/08 4:44:43 PM
 
StrontyDog writes:

Quests sounds like they will be really interesting with the ethic system they're going to use. Hopefully they manage to pull it off successfully, and it your choices and responses really do have an affect on how different factions and npcs treat you. Can't wait to try it out!

New Post Quote
1/15/08 1:28:10 PM
 
Jamkull writes:

hm.. the only aspect about this game that make or break it will be their targeting for combat.  where you can't select a target but rather use a reticle like in a FPS game and have to keep your opponent targeted at all times manually.  which with the internet and all that may cause some lag issues with that and get pretty annoying after awhile.  hope they are able to make something work with that.

other than that tho, this seems like it will be diamond in the rough so to speak.

 

New Post Quote
1/15/08 1:48:49 PM
 
A_N_T_I writes:

Damn. I hope they don't screw this up. Because if they don't, I'm so totally byeing a subscription for that game! ;)

New Post Quote
1/16/08 11:10:15 AM
 
Wizardry writes:

Originally posted by Stradden

On Sunday, the team from The Chronicles of Spellborn stopped by do participate in a developer chat about the game's world and story. Today, Laura Genender summarizes some of the important information that came out during the chat.

Yesterday afternoon, Chronicles of Spellborn's Pierre-Yves Deslandes (PR Manager), Wlfriend Papillon (German Community Manager), Aurelia (English Community Manager), El Drijver (Combat and Game Designer), and Michael Wolf (Lead Content Designer) joined us in the MMORPG.com chatroom for a special dev chat event. When we last spoke with the TCoS team, our focus was the game's unqiue combat system; today's topic, though, was the lore and world of Spellborn.

Story

With Michael Wolf at our disposal, many of last night's questions concerned the story and storyline of TCoS. One of the most interesting topics to me was the TCoS method of allowing users a permanent change on the world.

"There will be events that have an impact on the game." Wolf told us. In fact, these effects will be permanent - things can be altered in ways that are never undone. The players and guilds who first complete these tasks are rewarded sometimes with monuments to them: "We've already told everyone that we will have the Statues there for certain guild events and such...and those will be unique...there will be unique things for players and guilds to have...and people will look at that statue going 'Damn, they beat us to it!'"

Read the whole thing here.

I read about the event things and frankly i don't agree with that idea at all.The idea of first kill is what bothers me.Events should ALWAYS be about the whole community and not just the % of players that happen to logon an get credit for an event while other paying customers are at work.I just went thru an event similiar to this and voiced my displeasure right away.

The devs should be able to come up with events that allow ALL paying customers to have an equal shot at gaining the rewards from gaining the first kill as they put it.You start an event at say 4pm ,players on shift work at 3pm have no chance whatsoever to achieve the event ,how is that a community event then?I am sure some people will find some way to justify it,but i am sorry i can't it is not a fair setup and every customer deserves a fair shot at any events.Like i already said this has happened to me and i was extremely pissed,especially since the rewards from the event were EPIC weapons.The GM says you have another chance same time tommorrow RFLMAO...i only work one day a week?

At worse case scenario have the same event redone over the full 24 hours so all paying customers have an equal shot,some will have 3 chances that don't have any life but at least all will have at least one chance.This of course if the event was finished by a guild,whatever in the first 8 hour shift ,alienating possibly 2/3 of the server player base.IMO alienating 2/3 of a player base is not a good thing no matter how you slice it.Of course what follows later is the players who got the credit for event have nothing but great things to say and call others whiners,that's selfishness for ya.

 

New Post Quote
1/19/08 7:32:00 AM
 
SwampRob writes:

 

 

Originally posted by Wizardry

 

I read about the event things and frankly i don't agree with that idea at all.The idea of first kill is what bothers me.Events should ALWAYS be about the whole community and not just the % of players that happen to logon an get credit for an event while other paying customers are at work.I just went thru an event similiar to this and voiced my displeasure right away.

 

The devs should be able to come up with events that allow ALL paying customers to have an equal shot at gaining the rewards from gaining the first kill as they put it.You start an event at say 4pm ,players on shift work at 3pm have no chance whatsoever to achieve the event ,how is that a community event then?I am sure some people will find some way to justify it,but i am sorry i can't it is not a fair setup and every customer deserves a fair shot at any events.Like i already said this has happened to me and i was extremely pissed,especially since the rewards from the event were EPIC weapons.The GM says you have another chance same time tommorrow RFLMAO...i only work one day a week?

At worse case scenario have the same event redone over the full 24 hours so all paying customers have an equal shot,some will have 3 chances that don't have any life but at least all will have at least one chance.This of course if the event was finished by a guild,whatever in the first 8 hour shift ,alienating possibly 2/3 of the server player base.IMO alienating 2/3 of a player base is not a good thing no matter how you slice it.Of course what follows later is the players who got the credit for event have nothing but great things to say and call others whiners,that's selfishness for ya.

 

I'm bothered by this too.   It would be fine if the first kill reward were merely a plaque, or some other non-advantageous reward, other than bragging rights.    I understand MMO players' desire to make an impact upon a persistant world, but I don't like this method.

 

 

 

This part also bothered me:

In such a huge world, travel is important. "You can travel from zone to zone easily by either walking to it or finding the nearest docks...as a player in TCoS you will use your legs quite a lot. You will have to walk great distances and reach far off places on your own. You can use shardships to cut some travel time off your trip, but you yourself will have to do the rest."

Travel is important, but I have to walk a lot?    Let me guess, I'll have to fight my way through a bunch of trash mobs as well?    Simulated-realism is nice in games but leave out the boring stuff.

New Post Quote
1/21/08 10:57:10 AM
 
Dutch57 writes:

Hello and no offend  intent by saying  this to you both . But if you both see this as a huge break  dealer

to like and play this game. They just simple don't play the game and just move on to something

that's more of your taste . This is my 2 cents.....

New Post Quote
1/22/08 12:30:01 PM
 
Leave this field empty
Post Your Comment:
Popular Features:
Player Perspectives : Content Locusts Killed My MMO Column added on Friday January 27
It used to be that hitting the level cap in an MMO was something that... Read More
Star Wars: The Old Republic : Good Cop, Bad Cop – SWTOR General Article added on Monday January 30
There is no question that Star Wars: The Old Republic has stirred strong feelings on... Read More
General : The 2011 Player’s Choice Winners Award added on Thursday January 19
A couple of weeks ago, we asked you, our valuable readers, to vote for those... Read More
The Secret World : Deck Templates Dev Journal added on Thursday February 09
The Secret World is going to feature one of the most complex abilities systems in... Read More
The WoW Factor : What is a “WoW Killer?” Column added on Monday January 16
Everyone is always looking for that game that will be a "WoW Killer" but what... Read More
Latest News:
The Chronicles of Spellborn : Email Indicates Playdom Pulling the Plug Reported on Aug 09, 2010
Playdom only recently acquired the publishing rights to The Chronicles of the Spellborn from Acclaim.... Read More
The Chronicles of Spellborn : Shutting Down in Asia? Reported on Jun 29, 2010
Frogster Asia (of Frogster Interactive) has announced plans to shut down the development studio working... Read More
The Chronicles of Spellborn : Acclaim CEO: Version 2.0 On the Way Reported on Jan 27, 2010
Acclaim CEO Howard Marks has updated fans of The Chronicles of Spellborn with some details... Read More
The Chronicles of Spellborn : Popping Back in on Spellborn Reported on Nov 03, 2009
MMORPG.com Spellborn Correspondent Sait Gotekin recently dropped back in on Acclaim's free to play version... Read More
The Chronicles of Spellborn : Original Spellborn Goes Free to Play Reported on Aug 14, 2009
The folks from The Crronicles of Spellborn have updated their Dev Blog here at MMORPG.com.... Read More

Advertisement