Composer Announced!
The Chronicles of Spellborn
have announced the name of their new musical
composer. Jesper Kyd has an impressive resume
in the games world and is said to have a
style that is both "Awesome" and
"surreal". Developers are promising
an interview with the artist in the near
future, but for now, have a look at what
they had to say about their new composer:
Being great fans of his work we are proud
to announce that composer Jesper Kyd has
agreed to provide the music for our upcoming
fantasy MMORPG ‘The Chronicles of
Spellborn’.
Earlier compositions from Jesper Kyd received
wide critical acclaim and were described
as being both “awesome” and
“moody, dark and surreal” by
industry publications like Gamespy and IGN.
His composing credits include the popular
Hitman series of games by IO Interactive
next to numerous other scores to his credit
from titles like Freedom fighters, Brute
Force, MDK2, Splinter Cell: Chaos Theory,
Robotech: Invasion next to the upcoming
Hitman Bloodmoney.
Interview
with BARRY HOFFMAN part 2
In Part Two Barry Talks
PvP, Guilds, Housing and More!
Barry Hoffman is the head
man on the recently announced MMORPG out
of Europe "The Chronicles of Spellborn".
This exciting project recently caught our
attention, as we released the first part
of this interview last week. Now part two:
Interviewer: Could you explain the relationships
between the Guild System and the five Houses
of Spellborn? Also, will the guild system
be a player organized guild system or a
pre-existing guild system in the game that
players can join?
Barry Hoffman: Some games have two camps,
in our world five Houses coexist in a world
that is trying to survive with the resources
the known shards provide. Presentday the
known “civilization” is called
the Enclave of the Five Sacrifices. Players
will be part of one of the five Houses.
For more explanation on each of the five
Houses we invite you to read one of our
interactive Spellborn Scrolls called First
Journey
Within each of these Houses
players can be individuals or part of guilds.
These guilds will be player organized
guilds.Achievements within the game can
be made on individual level(statues, leveling),
guild level (shop ownership, guild trophies)
and house level(conquer new shards, solve
part of the mystery).
Interviewer: A great deal of focus seems
to be in allowing the players to create
dynamically unique looks from character
creation to help define the characters personality
in the game. With the character growth being
derived from Ancestral Quests given by the
Oracle, how will you cater to both "good"
and "evil" personalities alike?
Will quests have a single "correct"
ending or will the outcome be dictated by
the choices the players make along the way?
Barry Hoffman: When players want to look
evil, they look evil. When players want
to look good, they look good. Looks are
not linked to classes or achievements but
are more or less determined by the design
of the player. When talking about questing
we are testing both “correct-ending”
and “choice” systems.
Interviewer: Again, with character appearance
being a key concept in The Chronicles of
Spellborn, many of the screenshots show
burly muscular characters. Will it be possible
to make overweight or even ugly characters
as well?
Barry Hoffman: Yes, you can have an overweight
body types. Ugly is relative but things
like scarring are definitely part of the
deal.
Interviewer: Can you reveal any more details
into the PvP within The Chronicles of Spellborn,
such as will it be open (like AC Darktide),
switched (Like AC?s other servers), group
vs. group (along the lines of DAoC), etc?
Barry Hoffman: We will have PvP, with rules
to counter griefers and such, outside of
Quarterstone. During conquering it can and
will evolve into House vs. House battles
as resources can easily tip the balance
of economic rulership. In the arena we will
have more controlled PvP as individuals
and guild fight for glory and resources
(statues, shops).
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Interviewer: Will players
be able to own houses in The Chronicles
of Spellborn? If so, can houses be used
for storage (i.e. Ultima Online) or will
they be mainly for Role Play Purposes (i.e.
Everquest 2)?
Barry Hoffman: Currently we are deciding
on hierarchy setup, ownership and virtual
economy based subjects. Until we have decided
we cannot tell you more about it. We will
inform MMORPG.com as soon as a decision
is made.
Interviewer: Are there any "Developer
Chat?s" planned where the community
can partake and ask questions directly to
the developers?
Barry Hoffman: Our developers pay attention
to our forum, several other fora and also
to an unofficial IRC chat from one of our
forum members. No specific devchats are
planned. We will have specially planned
devchats in future though.
Interview with BARRY HOFFMAN part 1
Barry Hoffman of Spellborn
International Discusses His Game in Part
One of Two.
In the first of
a two part interview with Barry Hoffman
of "The Chronicles of Spellborn",
we delve into the game and get to know one
of the newest titles on the block. Check
back soon for the second half.
Interview: Many references have been made
to "puzzles" which "unlock"
doors in the game. Are you talking about
puzzles along the lines of the Myst series?
Could you elaborate on what we can expect
of these "puzzles"?
Barry Hoffman: Our subtitle already says
it all: ‘What lies hidden must be
found’. It is not so much about physical
puzzles, but exploring mysteries, lore and
background. Solving the riddle what has
happened in the past and you will see the
present world in a different manner as parts
of the world get more meaning for the player.
And by knowing history the player understands
what to do next or gets access to new parts
of the world.
We envision our world not as the biggest
world to explore in miles of walking, but
more in what is to be found out about the
world.
There will be much interlinking in the game
through time and space for both individual
and groups.
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Interview: Will the
world of Spellborn be a seemless environment
or will it consist of a series of zones?
If the world does consist of zones, what,
if any, things will be done to keep people
from fighting near the zoning areas and
using them as a "safe escape"
route? Lastly, will the game consist of
a single world or will it be "shard"
based with multiple worlds?
Barry Hoffman: I will start with the last.
Ingame the game will be shard based. This
is an after effect of the world explosion
that finished the reign of the Empire of
the Eight Demons and began the reign of
the Enclave of the Five sacrifices. People
can move from shard to shard via shardships
and occasionally the Oracle grants a House
the route to a new shard. Living in a world
with scarce resources being the first to
find out about a new shard can be the key
to survival for an individual and/or a House.
When players immerse themselves
via the Oracle into the Ancestral quests
they sometimes get a peek at what the world
looked like before the known world was ripped
apart.
Technically there will
be more than one world to play in. Players
decide on which server to log on to. Currently
we are discussing on the numbers per server
and also whether to allow multiple languages
on 1 server or to split language by server.
Next to this we are discussing the ratio
of PvP vs PvE servers.
Yes, TCOS will have PvP
components in the game. In the city of Quarterstone
PvP will be in a closed structure when you
enter the Arena to compete for grand prizes
or glory for your avatar, your guild, or
your house. The so called Ancestral quests
will be single player or multiplayer PvE
events that range in difficulty depending
on the amount of players that simultaneously
take the quest. The more people take these
quests the more area’s in the real
world allow for PvP as well as the Oracle
will guide Houses to new shards.
Outside Quarterstone you
can expect PvP. The balance between open
and closed PvP area’s is currently
under discussion and testing. This will
be further refined during the beta periods.
Interview: Matthew has
made mention in one of his posts in regards
to character builds (http://www.khaeon.nl/sbforum/viewtopic.php?t=31):
"If the game however ends up favoring
just a perfect few combinations, not only
does it slam you in the face (your personalization
is no good) it then forces you to take that
one path everyone is taking". How will
Spellborn, being a game based on skills,
keep people from creating the "perfect,
do everything" character and promote
grouping and relying on others?
Barry Hoffman: At first we believe that
every person must have the possibility to
create a cool avatar. By combining body
parts, clothes, armor, body decorations
and weapons everyone can look cool as a
character from level 1 to … .
Next to this we will have
a skill system that is action based and
not weapon based.
These design principles
already create diversity in player characters
as weapons and armor are independent of
skills. A real hero does not worry about
clothes, armor or weapons, except when caring
about appearance.
Of course we do have our
classes and in between classes there will
be skills that appeal to a larger group
of players. We are testing on balance between
our different classes, subclasses and skill
levels and of course in beta we will balance
this even more with the future players.
Interview: It?s been stated many times that
the "power" of a character will
be dictated by the characters skill and
not by the sword they wield. However small,
the weapons must make some difference in
combat. Could you explain the fallout of
weapon rankings when comparing crafted weapons,
rare weapon drops, common weapon drops and
NPC merchant inventory? (i.e. a crafted
weapon will be better than a common drop
but not as powerful as a rare drop, etc)
Barry Hoffman: Skills define how well you
can wield a weapons. These skills are action
based and not object, or weapon based. This
means that you can kill just as easily with
a knife as with a battlehammer as long as
your PC has the skill to do so.
Interview: Last month it was mentioned on
The Chronicles of Spellborn forum?s that
you will be handling the death penalty "from
a different angle". Could you elaborate
more on this?
Barry Hoffman: We do not feel the need to
hand out a penalty when your character dies.
We’d rather give a bonus to a playercharacter
for not dying for an extensive amount of
time while playing the game. Of course a
player standing around idle will not be
granted such a bonus.
Interview: All of the screenshots to date
seem to have the Player UI omitted. What
are the current plans with the UI in relation
to how it looks? I.E, will each user be
able to customize the UI to just show the
aspects they want, etc?
Barry Hoffman: The UI is under development
and is being tested as we speak. We will
keep you up to date on the progress.
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