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Lyra-Stone - 9/20/04

Recently I got a chance to sit down with Lyra-Stone, PR lead for Reclamation, and speak a little bit about character advancement. Take a peek at how it went, hope you enjoy -Raven

 
Raven: We have all seen the general Reclamation information released over the past few months. Today I'd like to delve a little deeper into a topic that will interest the vast majority of the MMORPG community. Player advancement. In just about every game on the market today, "leveling" is the primary goal. Is this any different in Reclamation?
 
Stone: I don't think that it is so much that leveling itself is the primary goal of most games, but more that getting through the content offered is the goal. And with most of these games their content is static, with new stuff available with a patch or expansion. One of the methods for slowing down consumption of content is levels, since it takes a developer months to prepare new content, and literally hours for players to complete it. The only thing to stop immediate consumption of all the content, and therefore limiting their playtime and monthly income, is to throw in some levels. In Reclamation, we do things a little differently. Levels are there, I mean what would an RPG be without them? But the main focus of our game is interaction, and obviously roleplaying. Because of this, our content is dynamic, evolving as the players interact and create large stories and smaller stories all weaving into each other. A level doesn't stop you from roleplaying or interacting, being part of the world, grouping with others. Instead levels are pretty much there for those that want them. Gaining 'power' in levels isn't a necessity by any means, but it can be fun in itself, and obviously help for combat.
 
Raven: With that said, how would a player that is able to play say only a few hours a week compare to a 'power gamer' who can play quite often in terms of Content available to them?
 
Stone: Well the casual player will certainly not have the levels that the power gamer will, yet that's not really a big roadblock. It's unrealistic to think that someone who plays 1 hour a day and someone who plays 12 hours a day can really keep pace with each other in terms of level advancement. But I doubt that the casual player's goal is to be the uberest level there is. Reclamation is a roleplaying game, first and foremost. Any player can come in, stay in character, interact with those around them and have a good time, levels not required. They can also be involved in the stories going on around them, the things that make up the game itself. It's really a matter of looking at MMORPG persistent world's differently. We've taken out many of the things people have come to know of 'RPG's' single player and multiplayer. We took those things away, like good NPC's (not monsters), canned quests, and simple click and walk away combat. The game isn't a stairway to level 100, it's a persistent world waiting to be explored, populated by actual players, taking your character in the direction you want, and just being part of the world. It turns out that in this kind of situation, with the right setup, you get a pretty exciting game world, with a lot of things going on that anyone can get involved with. So to compare the power gamer to the casual gamer isn't fair. If both are good players who stay in character, they can find the same fulfillment.
 
Raven: Lyra's first production, Underlight, was often seen as a niche game. With main systems of character advancement for the vast majority of MMORPG's removed, how do you see Reclamation as moving away from a niche description and appealing to a broader player base?
 
Stone: Let me quickly address the point that the systems of character advancement aren't removed, they're just different. In place of canned quests players actually tailor quests to you as another player. But, as far as the rest. I think that in the beginning it was fine for MMORPG's to try to grab everyone, shoot for one million subscribers. I don't think that's a lasting trend. I don't want to be cliché and call this a saturated market, but it's a crowded one. In a crowded market where everyone's selling the same thing, the best thing you can do is carve out a niche. We'll be providing something others don't have or want to risk providing: an enforced roleplaying environment. We know that there are a lot of roleplayers out there who play other games and try to roleplay in small groups, we know there are people who've yet to try true roleplaying who will enjoy it, we know there are people uninterested in roleplaying who will try our game and find out they enjoy it. Reclamation is still a game with lots of cool game mechanics and spells and classes and combat and guilds and monsters. We just threw in the added bonus of roleplaying. That will separate us, as well as our unique gameworld concept and advancement ideas. So yeah, we're looking for a niche, but I don't want to confuse that with alienating anyone. Anyone can get into Reclamation and roleplay, it's easy and fun.
 
Raven: Switching gears just a bit, briefly how do orbits in Reclamation compare to traditional levels, and can we expect any caps or limits on the advancement system?
 
Stone: Orbits are levels, in fact they've become sort of more traditional with Reclamation. When you get enough experience to gain an orbit, you'll be able to use a level up button which gives you two points to distribute to your stats. This is an orbit, you don't get the orbit until you've distributed your two stat points. This allows you to hold off on placing stat points until you're sure what you want to do with them. The limit right now is 99 orbits.
 
Raven: You touched on the ability for players to tailor their own quests, rather than seek out NPC's for such purposes. Will any player be able to do this, at any given time or is this limited to certain 'elite' characters?
 
Stone: All players are going to start with the ability to give other players quests for the lower level arts. They start with the art Minor Plateau (a plateau is each level of an art) and are able to quest for plats from 1 to 19. Those who excel at, are interested in, and pursue this type of play can go on to become teachers who will be able to grant higher plateaus and actually train others in new arts. There is going to be a limit on how many times a single person can go to a single teacher, however, to encourage more interaction. The best part about this is that your quest to go to a dangerous area and kill a monster didn't come about from some canned dialogue that anyone else can go and do as well, receiving the exact same canned dialogue, it came about from interacting with another person, who made this task just for you. You like killing things, so you get to kill things. Or maybe you like to spy, so you get to spy when that kind of thing is available. It's all unique and dynamic. It's unlikely that two people will get the same quest for the same thing, or even the same quest ever!
 
Raven: While the main focus of Reclamation is not leveling in the least bit, it is still ever present. This system seems very heavily reliant on the player base, do you think that this ever becomes a hindrance?
 
Stone: I won't pretend that it can't. Obviously it could. Although I don't think that there's much chance of anything being totally game-breaking, we're prepared for a lot of things. Having run Underlight for over 6 years, we've seen a lot from players, by no means everything, but a lot to watch for. But I don't think that a majority of players play to break a game, they play to have fun. As long as a majority of players still play for that reason, then it is easy to keep things running smoothly. Cheaters become only a minor nuisance in this kind of atmosphere, something we can deal with quickly. Other kinds of issues are actually solved by the social nature of our game. I know of only one true way to break a game, and that's any game, no players. That's not something I'm worried about in the least. We're making this game from our vision, our experience, and with the help of a great community, I don't think we can do much more than that. Hopefully by doing that we'll turn out the best game we can make. But, besides all that, and being ready for problems, I'll tell ya, there's nothing better than the creativity of players. They are going to make Reclamation by their creativity and that's what it's all about.
 
Raven: Over time players are certain to hit a ceiling in their characters advancement. While there is a wealth of dynamic content from the players each and every day are there plans for any formal alternate advancement systems within Reclamation such as Tradeskills?
 
Stone: Well, there are a number of things, I don't really see them as "alternate advancement systems" so much as just being the game itself. It's all integrated so that you're not like opening up yet another window to view your alternate advancement skill points or anything like that. There's always the guilds, these are a very important part of the game, and any player could end up one of the rulers of one, or work their way up the ranks. Becoming a teacher could be considered an alternate advancement path. Plus there's forging. We haven't really gotten to talk a lot about it, and I don't plan to right now, but this is the method for players to create items. Aside from that, everything is really up to you, there's not going to be a farming skill and a mercantile skill, these just don't fit the world we created. There will be plenty of opportunities to continue making progress on your character.
 
Raven: I think we've covered most traditional items pertaining to character advancement. Is there anything else in general that you would like to add?
 
Stone: I think that that's the longest interview, for my answers anyway, that I've ever done. Thanks for taking the time to chat with me.
 
Raven: It is much appreciated. Thank you for taking the time to be here.
 
 
 

 

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