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Message From the King

Glen "Famine" Swan from Funcom's Age of Conan answers questions, and discusses the game, life, and the industry. Let us know what you would like to hear about.

Author: FC-Famine

Dev-Intro: Producer for Age of Conan Live Team

Posted by FC-Famine Friday April 17 2009 at 10:27AM
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This week starts the beginning of our first set of developer introductions! As mentioned previously, I'm going to start snagging some developers time to time and have them either drop by or answer some questions. Today, it's fitting we start with the right hand man on the project with a interview that helps introduce our victim as well shares some detail about what he does for the project.


So it begins...




Famine: Who are you and what is your current position in Funcom?

My name is Henning Solberg, and I am the Producer for the Age of Conan Live Team.

Famine: Do you have any prior experience in the industry or what made you jump into game development?

I have been with Funcom since the summer of 95’. 14 years in the industry is rather hard to boil down to a few lines of text, but here goes: My first assignment was to establish Funcom’s Quality Assurance (QA) department, and for the first few years I stayed with the QA department as Quality Assurance Manager. In the years that have passed, I’ve been involved in most of the releases that Funcom had produced with a variety of positions like Designer, Lead Designer, Lead Scripter, Director of Online Services, Associate Producer, and finally as the Producer.

Famine: Some may not know what a Producer of the Live Team actually does. Can you tell us what your position entails?

The producer in general is the team leader of the project. The specific responsibilities tend to vary from studio to studio, and from project to project. My current role entails a number of various things with the project by: Planning, organizing, setting overall priorities, staffing, and etc. With that said, the most important task of a producer is to enable each and every team member to do their jobs as efficiently and smoothly as possible. The team makes the game, the producer helps make it happen!

Famine: Can you tell us about the different teams you help manage and a small summary on what their focus is on the game?

There are a number of different teams on the Conan project. Describing what they do can easily become a wall of text, since the number of different things that goes into the development process and how vast it can be running a MMO. So, I’ll try to keep it short, and give a brief rundown of the main teams and their core responsibilities:

  • Systems Team: This team is responsible for the core game mechanics in-game. Just to give a general idea of what they do, they handle the combat system, character development, class system, item system, and loot tables.
  • Content Team: They are the people that design and populate the game world with new cities, immersive adventure playfields and dungeons. They also design the quests and create the many encounters found in Age of Conan. Pretty much everything you could experience when you play the game has been in many ways either developed or influenced by the content team.
  • Code Team: The guys that make it all tick. Most of the stuff the other teams want to do will sooner or later end up on the programmers table. They provide the foundation everything else rests upon.
  • Audio Team: They are responsible for all sound effects and all music. Sometimes working with external composers, musicians, choirs and singers.
  • Localization/Text Team: They write the majority of the game text, and ensure that the quality of the text coming from other teams has proper quality. In addition they organize the translation of the original English text into the other languages you can use when playing Age of Conan (German, Spanish, French, Russian & Polish at this point in time).
  • GFX/Art Team: This team produces all the visual assets you can see in the game: Characters, NPCs, buildings, trees, grass. They make all the animations, and they create early stage concepts of things we want to add to the game.

(Concept Art - Xibaluku)

Famine: Now we have some understanding of who you are and what you do, can you share anything about next update?

Sure! It’s always a joy to talk about what we have in the pipeline. The next update contains a load of changes, improvements and new content. There is way too many of them to list here, so I will just mention two of the most important things. The RPG system has received a major overhaul, and as a result of this items will become more valuable to the players. In addition the next update will contain the Tarantia Common District. Both these things have been in development for quite some time, and for those that are eager to test it out, feel free to check it out on our public Test Server. Keep in mind though, that what you can see on the Test Server is work in progress and subject to change.

Famine: We talked for awhile just a few weeks ago about how we determine the focus for the updates. Can you share some insight on how we determine this focus?

Information and feedback from a lot of different sources factor into how we decide what to focus on:

  • We play the game daily.
  • We pay attention to what the players are saying, both in the game and on the forums. Reports containing summaries of the mood, opinions and wishes of the players are compiled, and evaluated, on a regular basis.
  • Feedback from the Test Server community. The Test Server is an important development tool for us, and we value the feedback from the players there highly.
  • Our QA department provides constant feedback.
  • Customer Service provides us with information about the issues that generates work for them.
  • A very extensive backlog of things we would like to add to the game.

These are just some of the things we factor when helping determine the focus for one update to a series of updates.

Famine: I'm all about community so I have to ask how important is the community to you?

The community is very important to us! The on-going feedback and communication with the players is a huge part of what makes MMOs so enjoyable to work on. The players help us shape the game. Hopefully we make the right decisions to facilitate for hours and hours of entertainment and challenges for the future of Hyboria!

Famine: There has been a lot of positive feedback lately from the community and the press with the recent updates. There have also been some concerns and issues still on the horizon. DO you have any input on what you've read on the interwebz?

Positive feedback is always very nice to get, and we have been fortunate to see more and more of it lately. Seeing that people enjoy what we are doing to the game is very satisfying. And, knowing a lot about what we have in store for the upcoming months I hope that we can continue to build on the current trend.

Famine: A lot of players ask this and I think it's fitting we ask you this. Do you currently play the game and do the other developers you help manage also play?

I try to play the game most days. Sometimes I manage to find time for just a few minutes, other times I can play for hours. We need, and encourage, all the developers to play the game as much as possible. We even have mandatory playtime inside of business hours to make sure that everyone gets that opportunity, even in the really busy periods. Knowing the game from a player’s perspective is vital when we decide what to focus on.

Famine: Is there anything else you would like to share with the readers?

If you have gotten all the way to answer number 10, I'd just like to say thank you for taking the time to read through it all. :-)


abal writes:

Hello Henning Solberg.

Thank you for taking the time to address the community.

Fri Apr 17 2009 10:55AM Report
Tarka writes:

Nice interview.  Does Mr Solberg have forum handle? 

Fri Apr 17 2009 11:18AM Report
abal writes:

Famine, tell Henning to create a Twitter account. It would be awesome to have updates of his daily work on that channel.


Fri Apr 17 2009 12:14PM Report
Fadedbomb writes:

I wish people would stop caring about twitter just because CNN started using it was a gimic to make people feel more "connected" to their media.



Fri Apr 17 2009 12:44PM Report
EvilGeek writes:

Good to get a better understanding of each departments role, cool job you have there, grts :) 

Fri Apr 17 2009 12:48PM Report
Sargoth writes:

What's funny is the guys in that last picture look way cooler than anything I've seen in the game.

Fri Apr 17 2009 2:00PM Report
Mrbloodworth writes:

That concept art looks HOT.

Fri Apr 17 2009 2:02PM Report
abal writes:


I use twitter to receive news from subjects I like to follow. And nothing is better than twitter for me. If you don't like twitter, don't use it but don't start telling other people what they should do just because something is not your cup of tea.

And no, I don't follow CNN.

Fri Apr 17 2009 4:31PM Report
Saranth writes:

I don't follow cnn either but I do use twitter a lot and would love to see funcom updates on it.

Fri Apr 17 2009 4:53PM Report
Deewe writes:

Was interesting to read. 

I have 2 questions/concerns if you don't mind:

1) Anything in the pipeline for UI improvement?

2) How do you intend to fix the future lack of character customization due to itemization?

Fri Apr 17 2009 6:36PM Report
Blaebaer writes:

Nice, good read.

Fri Apr 17 2009 9:34PM Report
Valentina writes:

Mandatory playtime during work hours? In theory it sounds nice, til you think about it and realise they're spending part of their day playing the game instead of working on it.

Sat Apr 18 2009 10:57PM Report
Skuz writes:

I see where you're going with that Velentina but I think that they should do that, it does a lot to connect the team to it's product.

Good interview & I hope AoC continues to go from strength to strength.

Sun Apr 19 2009 12:46AM Report
FC-Famine writes:

Valentina: Knowing what you and your coworkers create is very important to the future of the game. If you don't know your game or product then you can't develop or sell it. I'm strongly for developers to spend time playing the games they make and I know many others wouldn't have it any other way.

Sun Apr 19 2009 4:30PM Report
mackdawg19 writes:

Very nice write up. That concept art looks very nice. Keep these coming Famine, great reads.

Sun Apr 19 2009 7:24PM Report
dcostello writes:

@ abal

      You told Fadedbomb to stop telling people what to do....silly hypocrite

Tue Apr 21 2009 8:14PM Report
Thornrage writes:

 GREAT interview.  Funcom is making a good game better!

Wed Apr 22 2009 7:23PM Report
scot835 writes:

 Awesome work Funco. 

Game On.

Thu Apr 23 2009 10:58AM Report
AlexanderTD writes:

Nice to know there's a lot of things in development... but every time i read about any changes i always fear that they'll turn AOC into another WOW thing.

But as long as player skill is what matters vs items in this game i play it.  AOC can only die along with it's PVP and it can happen when they'll make a lot of fancy items for those  24/7 PVEers that will have too much of impact on PVP. I hope it won't happen.

Tue May 19 2009 5:38AM Report
ishibei writes:

does skill matter atm?

Thanks for the info Henning and great as usual Famine.

Sat May 23 2009 1:31PM Report writes:
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