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Portalus Games | Official Site
MMORPG | Setting:Historical | Status:Final  (rel 01/22/08)  | Pub:Portalus Games
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Hybrid | Monthly Fee:Free
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PAX Interview

Posted by Jon Wood on Sep 03, 2007  | Comments

PAX Interview - Pirates of the Burning Sea -

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

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.

Read the whole article here.

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