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Interviews: Interview With Senior Producer Brian Knox

By Garrett Fuller on August 04, 2010

Interview With Senior Producer Brian Knox

We have seen a lot about TERA, but little talk has been made about PvP in the game. Can you share some of the PvP Features the game will have?

Brian Knox:

TERA will include a variety of PvP. All servers will have battlegrounds that will allow guilds to battle for bragging rights. There will also be single and party duels where players can bet gold on the winner. On our open-world PvP servers, allies can become enemies as players and guilds can turn on one another, destroying their former alliances. With TERA's action combat system, PvP skills will truly separate the n00b from the 1337.


The game demos and scenarios we have seen at this summer’s events have been very popular, but we have not heard much about solo play, will the game be solo friendly?

Brian Knox:

Solo play has been a huge request from our players in all territories. We plan to have solo-specific hunting grounds as well as quest chains for solo users to undertake. We feel it's important to provide players this choice as there are times where they will want to group up and other times when they want to solo. Although some of the superior rewards and benefits can only be obtained through grouping, we've narrowed this gap quite a bit based on feedback we received during our Focus Group Tests.

In your melee classes you have the Lancer, Slayer, Berserker, and Warrior. Can you talk about the different tactics of each one? How are they different?

Brian Knox:

This is a mighty big question! Each class has a unique fight style, which allows players to find one that fits their personality and individual gameplay preference. The warrior is more fluid and dynamic, the berserker precise and powerful, the slayer agile and aggressive, and the lancer strong and defensive. You will see more and more specifics about the classes as we get closer to our release date, but for now, I can say that with TERA, the combat and action define the classes and make each a unique experience.

Same question, but for ranged classes, how are the Archer, Mystic, and Sorcerer different in style?

Brian Knox:

The sorcerer is a bit more of a finesse class, whereas the archer has more brute strength. Both have high damage output and the ability to escape danger, though. The mystic is more of a healing class with a focus on support for the group; although they do have spells to help them solo, such as summoning a giant spirit to fight by their side.

Is the Priest the only healing class? Will other classes get boosts of healing to support themselves if the Priest goes down in a fight?

Brian Knox:

Mystics are also healers, so they can assist priests and even serve as the main healer for a party. Every class has the ability to use a few "get out of jail" cards or even some potions that can restore health up to 50 percent, so there are definitely ways for the other classes to stay alive if the party's healer is taken out. When comparing TERA to other MMOs, the healing system is radically different. Healers in TERA need to move and remain active, and they must always be aware of not only their allies’ health but of their location on the battlefield.

You have mentioned before about keeping a strong singular focus in TERA, an issue with many MMOs. Can you tell us maybe what you feel is the focus of the game?

Brian Knox:

TERA started with a single vision in mind: to keep players focused on the middle of the screen. Our action-combat system evolved directly from that vision. From there we strengthened the game with core RPG and MMO elements that users expect from a top quality game. As a startup developer, you only have so many resources at your disposal, so keeping this focus has really kept us from straying from our vision both with the game and as a company.

How have things been moving along with development? Are you meeting all of your milestones?

Brian Knox:

We just hit a major milestone at the beginning of July! We delivered a new version of the game that incorporated all the feedback from our previous Focus Group Tests and added a ton more content. We showed a sneak peek of this version during the community event we held at Comic-Con. We gave a sneak peak of our new Glyph and Achievement systems. This version made great strides but we still have work to do, including adding more quests, skills, and balancing our PvP system.

Will PvP Battlegrounds be divided into factions that players can earn some kind of reputation with? Will there be PvP rewards?

Brian Knox:

Battlegrounds will have a focus on guild-versus-guild battle. In TERA, we let the player choose their alliances and their enemies, and the battleground system is a culmination of this. Rewards will be plentiful for the victors and include, among other things, gaining an edge in our political system.

What are some things fans can look forward too with TERA as we get into the second half of 2010?

Brian Knox:

We have two huge consumer shows coming up—Gamescom and PAX (which takes place in our hometown of Seattle). You will start to see more and more information roll out as we head closer to launch. We are very active in our community and continue to talk with players and garner feedback, so if TERA seems like your “thang,” head over to our forums.

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