I know that all of you are anxious to learn more about what's up with Age of Conan, especially after our recent announcement. I will use this opportunity to try to, in a rather detailed manner, go through the very essence of the game – what we have accomplished, what we have changed, where we stand, and also touch on the great future ahead.
As all of you know we are deep in Beta at the moment, and so far way more than ten thousand people have been invited. Naturally not all people are playing all the time (reminder from me: check your email;), but we have some really awesome testers, hacking away at our systems and design. As you all also know we have been in various stages of beta for a long time, but it's over the last months we have really been able to get the feedback we need.
Let me take side-step here to tell you a bit how we look at various aspects of the game. You probably don’t know this, there are more than 500 or so code-features that we have in the game. Each of these features are tracked with a status description defined by QA, beta testers, the core team etc. They also have a level of importance. We do this for all the content as well, every region/zone, monster, mesh and item. We do this to try to make sure nothing slips through the cracks – that everything gets enough testing, polish and rework. We, as most developers, call each round of creation, testing and polish “iterations”. The higher the iteration count, the better the result.
Most of the content and most of the features have been deployed to the beta, or are waiting for deployment in QA. Let me give you an example on some things we have a special focus on right now. Things like core hands-on combat (iteration nine now), items and quest rewards (iteration 3), feat system (was redesigned after last delay. It is now in a new iteration and feels truly awesome), PvP mini-games (iteration three, soon going live on Beta, with more areas on the way) and GUI (iteration 5, 3, 2 or one depending on the area) are all things we have a special eye on.
Some places in our development things are coming slowly to the beta version, in other places it is blindingly fast. As an example; when the new rendering engine was patched to beta recently, the engine we had on the beta was almost three months old. On other stuff we patch it out almost instantly, and what it all boils down to is quality and iteration. Is it good enough to test yet, are we happy about it? That is why we have features in the beta which can only be triggered by GM commands (like building a battle keep). The entire foundation and code is there though– it just needs cleanup before it is enabled. Through the rest of February and March (and beyond) we will implement what we have, make it available to test, and then polish, and polish. Once we move towards our initial March deadline we will then focus harder on shifting to a launch mind-set, but still continue the polish as we move towards May 20th. Seeing from my side of things, and seeing that I can play or peek at ALL parts of the game, I therefore actually feel very good these days. It’s busy, for sure, but what we have coming for you is something special.
So then; what about the cuts you might have heard about after the community event? First of all; we wanted to tell our community sites this first as they are so important to us. That some cuts had to come is a natural part of creating an MMO, and I will tell you why. As you all know it is my responsibility as a Game Director to guide the vision, tinkering at every little part of the game to make the WHOLE much better than each of the parts. That means that my job is not only about creating but also about changing stuff, or cutting them – or as in the case of classes pool them up. At the end of the day someone has to say «this was a much better idea on paper than in the game. Let us focus on what is there – for the good of the whole game.» I do this all the time, through the whole development cycle. I do this on hundreds of things you have never heard about. I do this with regret more often than not, but I always know it is the right thing to do. With more than 500 features, tons of content and endless combinations of features and content to balance - each and every one a building block in the great MMO world of Hyboria, it must be done.
For each and every single one it is my job to go in and say «go go go», or, «cut», or «this must change». I don't do alone of course, thousands of beta testers, the Funcom team and our close partners are also part of this. For let's face it. When we announced Conan in 2005 we had to go out with a feature list. We had to communicate what our game was about. When announcing a feature list we also made a promise to you! And our promises are very, very important to us as a company as well as to me as a person. When it comes down to the essence of this promise to you it is however clear that the most important is the one about giving you a good game as a whole when played, not as a list of features on a piece of paper or in a message on a board. I wish I had the fantastic ability to communicate an idea, a vision, an feeling – not as a list of features in mere words ,p Sadly, it is not possible. List of features are what the players expect and will get. I will go through the list of features changed or cut compared to what it sounded like three years ago. And, honestly, these cuts DO actually make our game better, I know you might not want to see this from my point of view, but it’s true.
Global Forced Player Formations – This is a fantastic idea on paper, and we have even demoed it live. At E3 we had fifty people in a formation. The player formations were implemented and tested, we even have tools to set up positions and add their effects. The problem was, it never excited people to lose control over their characters. Having your character move when someone else moves sort of undermines the idea of a game don’t you think? The coordination of a voluntary formation was just too much for most players, especially with the collision system we have. It simply wasn’t fun! It has now melted down to location based effects only for some classes. (Stand in line with a Conqueror when he is running his formation, and you will have a great deal of resistance vs knockbacks for instance…)
Two more classes merged – The Lich into the Necromancer and the Stormcaller and Scion of Set merged into the Tempest of Set. I use the word merge here instead of cut, as we have not really cut what those classes could do. We have rather taken the best of what they had, to make our other classes even more unique. At the end of the day we chose «unique, varied, fun, solid». Remember that unbalanced classes are the number one topic of all released MMOs, or where you know EXACTLY what a class must do in the end-game. When it comes to our classes it has been more important for us to look at the whole instead of each single piece.
Prestige Classes - It was a great idea those many years ago before we got into the depth of our character progression, but as we moved deeper and deeper into development and our internal alpha testing we found that the prestige classes were not giving the experience they were supposed to. In fact, the prestige classes were doing the opposite of what we wanted them to do when they got into the mix. It didn't give more variety or more solid character progression, it rather cornered the player. We wanted character progression to be about choice, and not about running down a small corridor to a given end. The end result was something people weren’t used to and upset them too much.
Going to hell as a result of screwing up your spell-weaving - Hmmm, two crucial magicians wiped from a raid test sort of left us asking if this idea was even good on paper ;p I rest my case.
That was our cuts, and you might not ever see these things either. It’s not a lot, and it won’t make the game any lesser. In fact, most of our ideas and announced features have proven to be sound, well performing features, and the ones who haven’t been was better off left out.
That is not to say that everything stays the same as it was originally intended, seldom anything do, it only means that we have found that the vision was working as intended, and gone with that. This means that Age of Conan keeps on having a feature list which is groundbreaking for the launch of any MMO. I mean, the siege PvP is still in (and you will have an awesome time with it as you come to the end-game), mounted combat is still in (and it works, he he, I know some didn't believe we could pull that one of ;p), our great hands-on combat system is still in, PvP progression is still in, our raid dungeons are still in, player-made cities are still in (and they will still be in the resource and building regions) tradeskills are still in, thousands of items and great rewards are still in, all of our dungeons are still in (and they look and play great), all of our cities are still in, Conan is still in the game, Tarantia noble district is still there, our destiny quests are still there, our thousands of general quests are still there, our amazing landscapes are still there (and working great with the updated engine;), our 7.1 audio technology is still in (and what an audio landscape!), the dynamic camps are still there, the AI is still there, the hundreds of emotes are still there (yes, you can sit of course – even on chairs – just wait and see ;p), the ability to solo to level 80 is still in (but it won't be trivial), the feat tree is still in (and getting better all the time!), great solo game play in the beginning is thriving, you can behead, dismember, gut and gawk at the sexiest females in the MMO universe…
...phew.
When we gave you our feature list it was not an empty marketing promise to merely grab your attention, but our serious effort of telling you what we were trying to accomplish. We told you about our vision for the game. The vision has not changed at all! The true Conan experience awaits.
So what about the open beta then, when can you get to play? We will continue to invite more and more people to our general beta and our tech events all the way up to the end of April. If that number goes up to 35000 I wouldn't be very surprised at all, perhaps even more. With these numbers we are able to test all we need to test – and to control the logistics of a simultaneous US and European launch in 4 languages! And then in May, well, we will soon tell you ;p!
So what about the times ahead then? In one of the first postings I did several years ago I talked about what I think we have a proud tradition of doing in Funcom – have a dialogue with our players. We ask, you tell - we listen, you ask, we tell - you listen. In the post launch road this is what we will have the highest focus on – dialogue. An MMO is a joint venture.
The first months will only be about instantly (or as fast as possible) deal with “issues”. After that, we shall have more foci: expansion packs, live content updates and working on an Xbox 360 version. Before launch I plan to commit on a roadmap for all content that we at that time want to add, change or investigate. I am not sure I will communicate this entire plan, but some of it will come as another statement, and will include loose dates with a solid order. I plan to make some of these features and areas actually come in the order as decided by a poll. We shall see what the future brings!
I have told the dev-team quite often – “I have never worked on a better team”. I can now say to you, “I have never worked on a game of which I have been more proud”. The other day the Combat and Control team and I visited a level 37ish “outdoor dungeon” called the “Sanctum of the Burning Souls”. It is a group instance. We were sweating through the dungeons barely managing to stay alive as the Guardian lost aggro because a Barbarian did too much dps or the Tempest of Set went out of mana and couldn’t keep his heals up - and I thought to myself: “I am playing a real, deep, fun and truly engaging MMO here, but with approaches and action like no other online game before!»
The great house of Hyboria has been erected, and we are now doing the final interior work. The red (blood stained;) carpet is ready to be rolled out . Soon! And I just know you will love most all of what we have ready for you. I know this now.
Yours truly
Gaute
Can't say I was surprised about these dropped features. But I will say that the way he has articulated his words, it hasn't done anything to the game but help it and ensure that the fun factor and its ultimate goal make a solid game come release.
Wow, this sounds good. I can't wait to give this game a try. This guy really seems to have the best interests of the players and the MMO at heart. He's a business guy who doesn't make it sound like it's just business.
Very nice read. It's good to see developers caring about the community, and passing along great information!
The first MMORPG I got into (after the new wave) was AO. They really turned that ship around and made it into an engaging, fun, exciting game. I especially loved their test server. Now I see Funcom doing the same thing with AoC before the game goes out the door. Finally, a developer who listens, and listens well, to the player-base and learns from their mistakes. I can only imagine how good SWG would be now if Smedley had flown to Norway for a few months and interned at Funcom.
I'm glad that the Lich/Necro merge was made. I would rather play a game where two Necromancers can be vastly different in skills and appearance than in a game where every Necro and every Lich acts the same. When the first mergers took place long ago I was disappointed, but after hearing what they had to say and realizing that they were creating a problem by trying to increase the roster list, I couldn't be happier that we're down to 3 classes per archetype. If you need 24 classes to feel different, there's always WAR. I'll stick with Conan though.
I really hope this game is great, and it sounds like they are working hard to make it so.
The mmo community needs a smash hit. My most anticipated MMO's of 2008 in order of anticipation are the following:
1) AOC : dismemberment, blood, and boobs...right on!!! Player cities, pvp, fighting on horseback, riding a freakin' rhino into battle, and I read all the original Conan books back in my college days. Oh yeah....
2) Warhammer Online : never played any of their games, but from videos I recently saw looks intriguing. Wish the british guy would shut up though; he was fun at first but now he's just damned irritating.
3) Spellborn: some innovative ideas in a genre that has gone all cookie cutter on our arses. Maybe the rookie that knocks the ball out of the park, ya never know.
I'm hoping all three will be good, and one of them will be a home run. Irregardless, my Lotro account will be a constant as I locked in that $9.99 subscription rate: dang that's a great deal !
I'm torn between War and AoC :(
Many are in the same situation, for most it will come down to which game is released first.
If there's any title for 2008 that will bring this burned out and almost dead genre called mmorpg back it is "Age of Conan".
I've been following this game since their website was launched.
However I'm dead set against a few lucky bastards that got into beta. You know these types, they will be the ones running around acting they are superior to us because they got lucky, makes me sick.
Closed betas need to be abolished altogether. Either have an open beta or don't do one at all no in between.
Nonetheless I can't wait to get my hands on this game as I have given up hope on the mmorpg genre, maybe this title will capture my interest like some mmorpg's of the way past have.
[QUOTE]So what about the times ahead then? In one of the first postings I did several years ago I talked about what I think we have a proud tradition of doing in Funcom – have a dialogue with our players. We ask, you tell - we listen, you ask, we tell - you listen. In the post launch road this is what we will have the highest focus on – dialogue. An MMO is a joint venture.[/QUOTE]
That was the part I liked most.
Who cares? The game is supposed to be fun, and after a month or two it wont matter if someone has more experience or not. It's about who is more dedicated to evolve in the game. I actully wont be signing up for the beta because I want to buy, explore and feel the final release of the game. To be overwhelmed by the wonderful world they have perfected with lesser bugs and a more enhanced environment. I want to get lost like a baby in a new world to come, and because of that I rather wait for a better product so I can have more thrilling experience.
He refers to a "Tempest of Set" a few times. I've been following the class merges and don't see that class. Maybe it's the Druid of the Storm? Or maybe someone should update their site?
P.S. If anyone has a clue on how to get a European copy of the game for a geek in the US (or has seen a link that explains this), I'd be greatly appreciative.
I just want to see the enhanced art...
You wouldn't be if you had played them both. There is no comparison.....AoC is the future of mmorpgs.
Be aware that Gaute is a clinical psychologist - he's playing with your mind.
Some beta testers have been leaking info and spreading rumors. It looks like this game needs several more months of development before it's released.
Interesting read,but it looks like deja-vu...Almost looks as if Brad's long posts a year ago explaining how fantastic the Vanguard team was and how thrilling it will be to crawl Trengal Keep.I`m still skeptical may be I need more time to become a believer.
PS>strange how VG has made many of us suspicious
I have to agree... it really does remind me of that stuff Brad was posting from his sinking ship. I understand some of the feature removal, but I hate to see the prestige classes go away. It was one of the depth adding features I was pretty excited about. I can't imagine how more choices in character progression were somehow boxing people in and confusing them. I think it's much more likely something that was cut in an attempt to get the game out the door on time.
I'll probably wait a few months after launch to see how it's going. It seems like they are having to rush to launch, so I expect the game to be a little sloppy at launch. maybe 6 or 8 months down the road they can get the features they were forced to cut patched back in to the game.
I like how they have several branches of productions coming into the beta now and through april, after which all is polish. Stuff that has been in dev 6 months (new rendering example) as an example.
IMO there will only be one MMORPG in 2008: Age of Conan - Hyborian Adventures
"Stormcaller and Scion of Set merged into the Tempest of Set". I believe this means that Druid of the Storm and Scion of Set have been merged into the Tempest of Set. Yes, their webpage needs to be updated.
It looks and sounds great and I will be playing.
I just wish there were more classes.
It's a tough choice to be sure....both games have a lot going for them, sadly I can only play one and that one will be WAR, The game just has more soul and to me and is more fun. Conan will I think have a big audiance as well.....I might even cave and play both at some point.
I have also been an ardent follower of this game since it was announced. I know the developers are themselves serious and hardcore gamers. They have worked hard to make a game as much for themselves as for us. It would have been easy to keep the content they intended close to the vest and not reveal anything until Beta. Class changes and enhancements are inevitable and should really come as no surprise to anyone. Those that have thumbed their noses at this move by the developers are really being too sensative. They should be on their knees thanking the heavens this didn't happen after release. Especially for these sensative gamers with suicidal tendancies. I personally applaude the efforts made and although I too am chompimg at the bit to play, I can wait a little more for the final coats of varnish to dry. I anticipate the wait will be well worth it. And by Kromm it better be...
I been following this game for a while. I hope will turn ok, with the new combat settings and all. It will take some polish afther the games come out , maybe a few months. I hope it will have that old good fealling , like when EQ came out for the first time.
Ability to Solo to level 80 does it for me ) - not that I never group but LOTRO was not for soloing if u wanted to do the main story book quest
As for WAR a big downer is the Wow like cartoony graphics and too much pvp could get tedious
Regards
Chrimwinster
The more I read about AOC the more I like it. All the videos on the AOC site reinforce this feeling (if you have not seen them WHY NOT? http://www.ageofconan.com/
I applied for the beta months ago but no luck yet
Roll on May
I have taken a look at WAR. For some reason that just does not grab me at this point.
If AoC is the future of MMORPGs, I guess I can take my shades off.
mmmmm, i love the smell of anarchy online in the morning... Seems to me like the real thing will be delivered, real engaging play with all the great elements from AO, only in a new setting and tech. + totaly polished.

I just cant wait anymore...
By the time I finish with the WotLK, AoC should become the AAA title it's expected to be and then I plan to jump in and enjoy the action oriented combat, dark seting and bloody boobs.
WAR? War is in AoC, many wars, against anyone you or your guild choose.
I personally think Age of Conan will introduce a new genre of MMORPG's into the world. I've read loads of information on the game, looked at a lot of video footage available and I keep getting more and more hyped about this game. Especially since the current MMORGP's have nothing to offer me and I've left WoW for good. All (ex)WoW-ers will understand me when I say that I want to get caught up again in a game, like an addiction and just spend my time exploring, making friends and most of all having fun. I truly believe Age of Conan will do this for me.
Very nice read. It's good to see developers caring about the community, and passing along great information!