Age of Conan
Interview mit Craig Morrison - Update 3.2 und darüber hinaus
Onlinewelten: Hello Craig, thank you very much for your time. Let's start with the latest update 3.2, which included the long-awaited dungeon "House of Crom". Could you give us a background on the history of the new dungeon?
Craig Morrison, Game Director: Inside the two House of Crom dungeons, players will revisit what remains of the temple created by the Atlanteans, and discover for themselves what happened thousands of years ago. House of Crom is actually made up of two vast dungeons. One social dungeon that supports multiple groups at the same time, and one six man dungeon. These areas are the largest indoor dungeons we have created to date, and there is a lot of great game-play and encounter crammed into the ancient halls.
The original design was done over three years ago, in fact the location design was done before I even started on the project!
Age of Conan - Update 3.2 - House of Crom
Onlinewelten: Why did the development take you so long?
Craig Morrison, Game Director: A lot of time may have passed, It wasn't really development time. The dungeon was shelved for over three years in effect. No-one was really working on it. It was this huge area with no game-play that the original team hadn't had time to finish. Therefore the location hadn't really been worked on during our time at all, so when we made the decision to go back and finish it, then it has taken only a little longer than we would for a content update of that size, and that was because the current team had to go back and assess what was already done, what we would change, and how we would move forward.
Onlinewelten: The House of Crom is split in two instances: "The Threshold of Divinity" is open for up to four groups, while the second part "The Vile Nativity" is an instance for a single six-player group. Why did you decide to divide the dungeon into two parts?
Craig Morrison, Game Director: Simply because it is a truly massive area, and we wanted to try and achieve two different styles of game-play with this addition. The team instance is very much like other instances with interesting boss encounters as we have done all through last year, but the social area allows us to experiment a little more, and do something more interesting, make the players think a little and have to discover the secrets for themselves.
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