RPG Vault posted part one of their interview with Origin Systems' Senior Producer Rick Hall about the Unreal-powered Ultima X: Odyssey:
Jonric: What were the main factors that led you to incorporate clan-based conflict? And how does it fit under the broader umbrella of PvP combat?
Rick Hall: Part of the allure for Internet-based games is the fact that you can encounter "human" opponents. Computer-controlled monsters have their own charm, but there are times when you really want to test your mettle against another player. So, it's important to provide for that possibility, and we haven't ignored it in the design of Odyssey.
"Clan-based" combat will be accomplished by our guild vs. guild PvP systems. At any time, a guild can challenge another guild to a fight in a private area. By controlling the challenge process and restricting access, we can ensure that the terms of the fight are fair, and that outside interference can't be used to alter this.
Read more...
Jonric: What were the main factors that led you to incorporate clan-based conflict? And how does it fit under the broader umbrella of PvP combat?
Rick Hall: Part of the allure for Internet-based games is the fact that you can encounter "human" opponents. Computer-controlled monsters have their own charm, but there are times when you really want to test your mettle against another player. So, it's important to provide for that possibility, and we haven't ignored it in the design of Odyssey.
"Clan-based" combat will be accomplished by our guild vs. guild PvP systems. At any time, a guild can challenge another guild to a fight in a private area. By controlling the challenge process and restricting access, we can ensure that the terms of the fight are fair, and that outside interference can't be used to alter this.
Read more...