The Producer of Pirates of the Burning Sea talks about his game
To some extent, if you've played one MMORPG you've played them all. You wander the countryside, or the office building, or the space sector, and you find small groups of enemies who are standing around waiting for you to attack them. Maybe they charge you as you run by or maybe they react to you depending on your faction standing. They have different classes or attacks or powers that make the combats somewhat different. But there's not a whole lot going on.
Single-player and limited multiplayer games don't have this problem. They routinely offer tactical movement, environmental challenges and advantages, and much more varied experiences. Even in the highly repetitive field of first-person shooters, the combat gameplay of Halo feels very different from that of Half-Life 2, or Prey, or Serious Sam.
One of our goals with PotBS is to make MMORPG combat better. A lot better. To that end, I'm going to pull back the curtain a bit and talk about our combat scenarios.
Pick any MMORPG and the only combat scenario is "Kill, loot, repeat." Because our game highlights realtime tactical ship combat, we've developed a lot of different combat scenarios. There are many dozens of them, and when you multiply them across all the different coastal terrains we set them in -- each of which brings their own tactical flavor to the fight -- we have hundreds of them. Today I'm just going to talk about five.
One of our scenario categories is Battle. Battle is meant to be a straight-up fight, about as close to a spawn camp as you can get. But even within that category, there's a lot we're doing. Here are five Battle scenarios you'll come across in Pirates of the Burning Sea:
Battle: Guerilla Warfare
Battle: Surprise Attack
So -- does that sound like any other MMORPG you've played? And these five are just barely scratching the surface. Other categories such as Escort, Raid, Sabotage, Coastal Defense, Breakout, Blockade, and Rally contain many, many more scenarios. Each can also be scaled and modified to present challenges appropriate to solo players, groups of players, and so on.
We really believe that our combat is unlike anything out there and we're really excited to bring this vision of what MMORPGs can be like to all of you -- and we'll do it in June of 2007.
John Scott Tynes