yep playing the early access right now, its very smooth gameplay after a few hours u can see the aminiation doo fit the game well, it works , combat get intresting after aquiring some good skills,what i have seen of it, its simply a great mmo
The Secret World: A Bit of Vampire Slayer, a Bit of Bigfoot
The Secret World senior producer Ragnar Tornquist talks about launch stability, crunch time, and Joss Whedon's influence on the upcoming MMOG.
Funcom's newest massively multiplayer game The Secret World is almost here. In advance of the game's full launch next week, we caught up with creative director Ragnar Tornquist to see how he and his team were feeling at this late stage of development.
GameSpot: So The Secret World is almost here! What's the last-minute crunch like for the team? What's the mood among the team members?
Ragnar Tornquist: The mood is very, very positive! I think everyone feels that we've made the best game we could possibly make and that our testers are really enjoying it. That's what matters--that players are responding to it and that the team is proud of their work. In fact, everyone I talk to in our development studios in Oslo and Montreal are just anxiously awaiting launch day so that they can start playing for real--not just to test stuff, but to start a proper character that they'll have for years to come.
Crunch has been…crunchy. Lots and lots of long weekends and late nights, but the game is finally done, and we're already ready to get to grips with the postlaunch content.
Obviously, you're at a point where you won't be making any major changes. Looking back, is there anything on your Secret World wish list that you wish had made it in but didn't?
Of course, there are always things you wish you had time for, but the great thing about MMOs is that you never have to cut anything--you just hold it back for later and make it part of a postlaunch patch. Some ideas and content has been cut because it wasn't very good, but most of the things we've wanted to do but haven't had time for, we're still going to do at some point in the near future.
"This type of contemporary fantasy setting is something we've all been fans of for years."
So in the New England areas, you clearly went for a Stephen King/Lovecraft sort of horror. Where else did you find inspiration?
Inspiration has come from a vast number of sources--anything from classical literature and mythology, to pop culture and urban legends, conspiracy theories and cryptozoology. We've drawn inspiration from comics, novels, movies, TV shows…This type of contemporary fantasy setting is something we've all been fans of for years, so it was easy to get into that mood with this game. It's hard to pinpoint just one source of inspiration, because there isn't, but for me, writers like Neil Gaiman, Joss Whedon, Warren Ellis, China Mieville--they all contributed to the mood and themes for our game.
When working on a game, you don't always know how successful a particular element will be until you get it into the game and see it play out. Were there any surprises there--any features that surpassed your expectations?
Absolutely. I mean, that's why we have our beta testers, and we've been running betas now for over a year--and based on the feedback we've received, we've changed and modified a lot of things, like the combat and role-playing systems, character creation, some of our missions, user interfaces, and so on. That's really the only way to make an MMO--to have it out there, see how players play, collect the feedback, look at it, and make the right calls. We don't change something just because one or two players complain, but if it's something a lot of people comment on, we'll definitely discuss it and find a solution.



