Login:  Password:   Remember?  
Show Quick Gamelist
Games:344  Guilds:2,114
Members:1,168,976  Online:0
Guests:0  Posts:3,255,332
<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.
Flying Lab Software | http://www.burningsea.com
RPG | Genre:Historical | Status:Final  (rel 01/22/08)  | Publisher:Sony Online Entertainment | Has PVP:Yes
Distribution:Download,Retail | Retail Price:$19.95 | Pay Type:SubscriptionBUY IT
Desktop Client | System Req: PC | ESRB:T

Pirates of the Burning Sea: PAX Interview

Carolyn Koh attended the Penny Arcade Expo. While there, she spoke with Drew Clowery, a Designer for Pirates of the Burning Sea.

 advertisement 
<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.

Avatar combat is a system that was added to Pirates of the Burning Sea late in their design phase. Original plans in 2006 were to launch with ship combat and to add avatar combat only later in the game, however, the strength and voice of their community persuaded them otherwise. Since then, we've seen avatar combat evolve slowly through sneak peeks at various conventions and developer letters. Game Designer, Drew Clowery was brought on at Flying Labs in October of 2006 and since then has been dedicated to fleshing out, balancing and generally making avatar combat fun and exciting in Pirates of the Burning Sea.

"Avatar combat and small arms use is all about balance and skill execution," Drew told me. One of the basic tenets of the martial arts is about keeping one's balance. The techniques of breaking your opponent's balance and keeping your own are taught in arts as diverse as Judo to Fencing and Pirates makes full use of it as well. Combat is not a matter of hitting "A" and walking away. It is active and reactive. It is not simply a roll of a dice to determine a hit based on your skill and the number of points based on your opponent's defense. In Pirates, a modifier is applied, one that you can directly affect with skill and strategy.

"Balance is our mechanic that determines how well your attacks will land on your opponents and how well you defend against your opponents' attacks," said Drew. The loss of balance therefore directly affects your defense. It will regenerate during combat and there are skills that give you balance back, as well as skills that attack your opponent's balance directly. A move that players can do to regain their balance is to simply stun their opponent, then step back for a second or two. Of course, others might decide they'd rather take advantage of a stunned opponent to inflict more damage.

Currently, balance is shown on the character's stat bar, as well as blue circles around the characters, and the last two builds have been to make it more intuitive as they refine avatar combat. "The only things missing right now," said Drew, "are the results - the numbers - that lets users know when balance is lost."

Other defense mechanisms are Block, Dodge and Parry. These are passive skills and each of the three schools of combat specializes in one of the forms. They are: Dodge for Dirty Fighting, Parry for Fencing and Block for Florentine. Unlike class distinctions where one class may dish out more damage but likewise take more damage or vice-versa, the choice of combat schools in Pirates is all about player style. Dirty Fighting makes use of a Cutless, Fencing uses a rapier - the animations are of the cut and slash style with Spanish influence and Florentine is a two handed style using a dagger and a French short sword. I paused here. Historically, the Florentine was so named because it was the popular style in the city of Florence, Italy. Why the French short sword? Drew chuckled, "Artistic license! It's a bit of an abstract hybrid." Well, so is Dirty Fighting, with the ability to throw sand in your opponent's eyes, I would suppose.

I asked about the speed and animation as that was the main criticism I had of the last build I saw. "We started with reality," said Drew. "We filmed the local masters of the school of fencing and from there, drew our inspiration, expanding it towards the Hollywood style flourishes that most people are familiar with and frankly, expect." They also recently squashed a bug that changed the animation latency randomly. In the current build, a 1.5 second cool down between animations seem to be working well, but as Drew mentioned once again, Pirates is in beta and avatar combat still being improved on.

Drew also shared the ideas behind their skill trees. Players will not be forced into the DiabloII-type long linear trees. Instead, there are nine chains of five skills. A much flatter pyramid and the ability to quickly attain the skills you choose to learn. "Level is not the be-all and end-all in Pirates," said Drew. "The biggest piece we have left to finish in Avatar combat is that there isn't a lot of group based skills, the cool stuff you can do in a group." They weren't ready to say anything yet, but I was told that they were in the process of implementing more ways for skills to work more effectively, particularly between players. For example, perhaps skills that will allow a player to intervene or shield another player, or stuff that might be even cooler and drawn from Hollywood Pirate movies.

I got some hands-on time as Drew took me through a combat demo. The combat icons were color coded for ease of identification. Yellow impacted balance, orange showed your basic attacks and impacted hit points only. Green icons were special usage and Red were finishing moves which required initiative - a bar that filled up during combat. I especially liked that range from your target was provided when you acquired it. That made life a lot easier for ranged attacks.

"There are no clerics and healer classes," Drew reminded me as I started. "You have bandages which provide a small heal over time, and they can be interrupted." We went through all the moves I had on my ability bar, including small arms fire. Movement and animation was fluid and natural. None of the jerkiness or pauses from previous builds were evident and combat was intuitive, the UI provided all the information I needed, apart from the aforementioned balance numbers. I played a bit, then a bit more, switching out skills and trying different things to watch the combat animation.

What's the coolest thing in Pirates? I asked Drew. "Oh, it has to be throwing sand in someone's eyes. It's a stun of course," was his reply. Unfortunately, the demo character I had was of the Fencing school, so I could not see that action. "In combat, you're always involved. Reacting and engaging. The three on one is always the best. You're Errol Flynn and taking on three guys at a time. It can be done in Pirates!"

More Pirates of the Burning Sea Features:

Pirates of the Burning Sea - Power and Prestige Expansion Interview added on Monday October 05
Pirates of the Burning Sea - Game Recap Progress Report added on Friday April 03
Pirates of the Burning Sea - Defiant's Growing Pains General Article added on Monday February 23
Pirates of the Burning Sea - All About Skirmishing Dev Journal added on Thursday February 19

More Interviews:

Age of Conan: Hyborian Adventures - Rise of the Godslayer Q&A Interview added on Tuesday February 09
General - The MMOG Landscape in the 2000s Interview added on Monday February 08
General - Guild Perspective: The Syndicate Interview added on Monday February 08
Dofus - Dofus 2.0 Interview Interview added on Friday February 05
Battle of the Immortals - Introductory Interview Interview added on Thursday February 04

More Features:

The List - Five MMOs That May Surprise You Column added on Tuesday February 09
Justin Webb - That's What She Said Column added on Tuesday February 09
Age of Conan: Hyborian Adventures - Rise of the Godslayer Q&A Interview added on Tuesday February 09
Battle of the Immortals - Exclusive Screenshots, Week 1 Media added on Tuesday February 09
Jumpgate Evolution - What JGE Can Learn from Sci-Fi Games Editorial added on Monday February 08
User Rating: 8.0
Popular Features:
Scott Jennings : Legendary Failures of Legend, Part One Column added on Wednesday January 27
MMORPG.com columnist Scott Jennings uses his column this week to discuss "some of the most... Read More
EVE Online : 2009 Game of the Year Award added on Monday January 11
The editorial staff here at MMORPG.com has made their decisions, and today we continue to... Read More
Scott Jennings : Legendary Failures of Legend, Part Two Column added on Wednesday February 03
Last week, Scott Jennings used his column this week to remind us of "some of... Read More
The List : Ten Reasons to Hate MMO X Column added on Wednesday January 13
MMORPG.com's Jon Wood takes a look at the most common complaints about any given MMORPG... Read More
Player Perspectives : Is It Time To Quit? Column added on Friday January 22
What are the warning signs that you may not be enjoying MMOs as much as... Read More
Latest News:
Pirates of the Burning Sea : Play Free Until March 5th Reported on Feb 08, 2010
Former Pirates of the Burning Sea players (account must have been closed and inactive since... Read More
Pirates of the Burning Sea : 1.2.2 Brings New Features, Server Merges Reported on Feb 01, 2010
Patch 1.2.2 will be deployed to Pirates of the Burning Seas this week according to... Read More
Pirates of the Burning Sea : Second Anniversary Celebrations Begin Jan. 23 Reported on Jan 14, 2010
Come January 23rd, Flying Labs Studios will be celebrating Pirates of the Burning Sea's second... Read More
Pirates of the Burning Sea : Leaderboards System Preview Reported on Dec 11, 2009
Flying Lab Software are ready to test the waters with a new leaderboards system they've... Read More
Pirates of the Burning Sea : The Feast of Nicholas Noël Holiday Event Reported on Dec 07, 2009
Flying Lab Software has announced this year's Pirates of the Burning Sea holiday event: The... Read More

<a href="http://www.gameads.com/" target=_blank>Game Ads</a> banner requires iframes.