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The Matrix Online Interviews: Interview with Dan Myers

We catch up on the progress of the MMORPG recently aquired by SOE.

By  on February 27, 2006

The Matrix Online: Interview with Dan Myers (Page 2 of 2)

MMORPG.com:Any future plans to further character image customization?
Dan Myers:

This is probably one of the more common questions we get. We’re mostly focused on the combat revision and content at this time. However, given how much players love playing with character appearance, we certainly won’t write off the idea of enhancing character customization options.

MMORPG.com:The new Update 41 is set for release. Can you give us a little insight into what is in store for players?
Dan Myers:

We’re still targeting Update 41 for the release of Combat Revision 2.0. The team is working to make necessary tweaks and fixes and are using player feedback as a gauge for it’s readiness. We’ll be making the call on whether to ship it in Update 41 soon—probably before anyone even reads this.

The major addition is the continuance of the story in Episode 4.2. As always, this includes a new cinematic and critical missions for each Organization.

Outside of that, the designers have been making a few tweaks to the world. For example, they added heavy security troops to the Kalt Chemical building lobby—the location of the big fight scene in The Matrix.

MMORPG.com:Pacing Critical Missions is coming as part of this patch. Will this allow players better time to manage their missions as opposed to getting everything at once?
Dan Myers:

That’s really the idea behind pacing the missions. On the first day of an update, the first three critical missions appear—one for each Organization. Every few days afterward a new mission will become available. While it keeps players from blowing through the content on the first day it’s available, it also makes sense from a storyline point of view.

MMORPG.com:What type of new Critical Mission will players get to see with the new changes?
Dan Myers:

Our designers constantly work to find new and interesting ways to run missions. We recently added Usable Object Timers to the game, which the designers have already begun using in missions.

Usable Object Timers let us set up missions where players of the stealthier mindset can complete mission objectives by disabling certain systems. The amount of time it takes is based upon the difficulty level of the object and the player’s relevant Ability level. Success earns XP and avoids a trap. Failure can cause additional NPCs to appear or other hazards. And there’s always the chance someone might come along as you’re working…

MMORPG.com:Are there any plans to add more content with such famous Matrix characters as Neo, Morpheus, and the Oracle?
Dan Myers:

The Oracle is a regular in The Matrix Online, as is Seraph, Niobe, and The Merovingian. In addition, characters who first appeared in the game, such as Ookami the lupine and Flood, a Merovingian henchman (read: effete snob), show up fairly often.

Neo, of course, sacrificed himself to save the Matrix and Zion. Morpheus was killed in The Matrix Online storyline by The Assassin. That means, as Paul Chadwick puts it, players shouldn’t expect to see either appear in the game.

MMORPG.com:Cryptos is a wonderful character. Can you tell us what he is about?
Dan Myers:

It’s no secret to redpills that Cryptos preaches the Cypherite line: We should all return to our bluepill dream-existence. Cypherites are redpills who take Cypher’s idea of returning to the Matrix to the next level. They believe all redpills should go back to their pods and they work to convince freed humans to do so.

As for what role Cryptos yet has to play, that remains to be seen.

MMORPG.com:What type of interaction can players expect from such a colorful NPC?
Dan Myers:

Cryptos is one of the first NPCs to appear in the game on a timed basis without someone playing his character. He has a number of boxes placed around the Mega City and appears at them to deliver pieces of his message.

As for whether Cryptos will ever appear as a “live” character, that’s up to the designers.

MMORPG.com:How has the player economy grown over the life of the game? What plans do you have to continue this growth?
Dan Myers:

Our high-level Coders certainly do keep the market active. Of course, most big Factions have their own gang of Coders to see to their needs, but there are always smaller groups and soloists who need what they make.

There’s a lot we’d like to do to improve the economy, although it’s difficult to say what the best angle of attack would be. Making Data Node Tapping more valuable to the overall economy is one aspect, while improving the Marketplace interface is another. What, exactly, the next step is has yet to be determined.

MMORPG.com:Where do you see MMORPGs going in the future?
Dan Myers:

I’ve seen this question many times and it’s still a hard one to answer, especially since my own perception is fairly North-American centric. The number and variety of MMOs available in the Asia-Pacific Region is pretty mind-blowing.

I’m sure there will be a number of fantasy MMOs that try to be “WoW Killers”. And, while there’s plenty of room for innovation in the fantasy MMO market, just trying to do the same thing again isn’t going to cut it. You have to do something completely different to make a mark these days.

I’d like to see two things in the future. The first is people breaking from the fantasy setting into different genres. We’re starting to see that now, although the pendulum does seem to be swinging hard to the science-fiction realms.

The second is genuinely innovative gameplay. People will continue to make “kitchen sink” MMOs, and some will do it well. However, games that focus on different types of gameplay and limit themselves to doing a few things well is a path I’m looking forward to seeing new games walk.

You can comment on our interview here.
Pages(2): 1 2

More The Matrix Online Features:

The Matrix Online - Fan Faire Player Panel Progress Report added on Thursday August 09
The Matrix Online - The Matrix Online Re-Review Review added on Friday December 08

More Interviews:

Repulse - Interview with Scott Hartz Interview added on Friday February 10
DC Universe Online - MMORPG.com Community Interview Interview added on Monday February 06
World of Darkness - CCP’s Plans to Dominate 2012 Interview added on Monday February 06

More Features:

Repulse - Interview with Scott Hartz Interview added on Friday February 10
Repulse - Beta Preview Preview added on Friday February 10
Player Perspectives - Mentoring is Motivation Column added on Friday February 10
 
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