Wir hatten die Möglichkeit ein exklusives Interview mit Erling Ellingson von Funcom zu führen. Erfahrt mehr zum Thema PvP, spannenden Belagerungskämpfen und Rollenspielelementen. TXL Erling! (engl. version on page5)
OnlineWelten: Welcome Erling Ellingsen, can you introduce yourself and explain your function at Funcom?
Erling Ellingsen: My name is Erling Ellingsen and I work as a Product Manager with Funcom. Basically I am that much hated and sometimes beloved buffer between the development team and the outside world. I do a lot of marketing and strategy related things, and I work closely with the development team to bring news and tellings of what they do to both our community and the media out there.
OnlineWelten: We asked our community to propose some questions about Age of Conan. One important point is the difference between group and single content. Can you give one example for solo- and group play and is it necessary to play in a group in the endgame?
Erling Ellingsen: Age of Conan has been designed from the ground-up as a game that is lenient to casual players. You will never be forced into grouping, and we strongly believe that people should be able to log in for just a short amount of time and still get enjoyment from it. You can go through large parts of the game without going into a group, but as always, you will be richly rewarded if you do decide to play with other people. By facing challenges that do require a group, you will of course recover riches that are unreachable for a lone wolf. I think we would be blind if we did not recognize the fact that the MMOs that decides to be casual friendly also are the MMOs that have the greatest success, and that is why it is important for us to cater to those who want to play by themselves.

Age of Conan bietet als erstes MMOG DirectX10 Grafik.

OnlineWelten: Role playing is another point. Can you express the potentialities of AoC concerning to that point, for example separate
RPG server, emotes?
Erling Ellingsen: I think Age of Conan will give players a truly outstanding environment for role-playing. Not only is the setting itself any role-player's dream, but we're also including actual
gameplay elements that will make it easier to become immersed in the world around you. Take for instance the drunken brawling. In Age of Conan, inns and taverns will have a functionality and players will congregate around these places to get drunk and have fights with each other! They will also be able to build entire cities, fight for their guild's glory on the bloodsoaked battlefields and follow intricate
quest lines that will have them meeting known characters such as King Conan himself. There are tons of emotes and we've spent hundreds of hours in the
motion capture studio, and combined with the deep character creation system, I am confident that players will have everything they need to express themselves the way they want to and become a unique character in the world of Hyboria.
OnlineWelten: PvP is a major focus of the game. In a few words can you explain your PvP system and is PvP only possible in the pvp scenarios?
Erling Ellingsen: Player-versus-player combat is not something that is tacked on in Age of Conan. These systems were designed from day

one and will play a very central part in the game. Basically there are three different types of player-versus-player combat in Age of Conan - there is the massive sieges, the drunken brawling and the mini-games. The most obvious one is probably the massive sieges, where guys will be able to build or capture so-called battlekeeps in the Border Kingdoms. Guilds will have to build upon these and defend them from attackers, and we're making it possible for large groups of players to clash together on the battlefield using anything from horses to catapults in order to defend or conquer these battlekeeps. The drunken brawling is all about getting drunk and fighting with each other at inns and taverns. Your character's abilities and equipment becomes meaningless here, and its all about what you drink and how much you drink! So this is a fun way to get into player-versus-player combat without investing too much time. The mini-games will be things such as the arena battles, where player groups or individuals can fight for glory and riches.
OnlineWelten: We all have seen your impressing action combat system. Is it possible to move my character by gamepad and how important is player skill in a fight and how important is the equipment?
Erling Ellingsen: You can control your character using the keyboard, a mouse, a game-pad or any combination of these. Combat in Age of Conan is fast, dynamic, action-packed and real-time. You control the sword yourself - you direct your swings as you wish - and if you are an archer you will be able to string the bow and aim manually as if in a first-person-shooter. If you're a melee fighter, you will control the direction in which you swing your sword and you will be able to make different moves that strings into combinations such as decapitating fatality moves and more. Combat is a mix of player skill and character abilities. This is still a role-playing game, so how much damage you will be doing for instance, is determined by your weapon skill, your weapon, your strength and the equipment and statistics of your enemy. Where you hit, the direction of your attacks and how you relate to the environment around you all affects the outcome of combat. You can even hit many enemies at once by doing a sweep with your sword! Combat is just really exciting in this game.
OnlineWelten: Some questions about riding in the game. We have seen that my Conan can attack from a mount. First question: Can player only ride horses or will there be other mounts like mammoth? The second question is about the price of a mount. Can any player at any time afford a mount or are there some restrictions?
Erling Ellingsen: There will be three types of mounts in Age of Conan - horses, camels and war mammoths. Players will be able to attack while mounted, and mounted combat is actually one part of the game we have paid much attention to when designing. For instance, the speed at which you are riding actually affect how much damage you're doing, so if you're charging into a group of enemies with your sword held high - and you swing you sword the second you are close enough - you will end up doing more damage than if you were just standing still. Imagine a big group of mounted players charging into enemy footsoldiers! Apart from having a real function in the game, they are also status symbols, and they will have to be acquired through hard work - though not too hard!
OnlineWelten: We have seen NPCs attacking player cities. Can those NPC-armies destroy the hole city or only some buildings?
Erling Ellingsen: There will be a camp of enemy computer-controlled characters living close to all player cities. Players will be able to go out and attack this camp and bring the loot back to their cities. We are still tweaking how much impact the enemy can actually do to your city, and we can't go into any details on this right now. It is important to us to make sure that players won't have to walk around constantly worried about their city being attacked - it's simply no fun having to guard your city twenty-four hours a day, so we're making sure this system will - most importantly - be fun.
OnlineWelten: According to this. Can you explain a typical siege of a player city?
Erling Ellingsen: Siege combat is first and foremost centered around player-versus-player combat. In Age of Conan, guilds can build cities and battlekeeps. The cities will be located in one part of the game world and other guilds will never be able to attack your city. However, the battlekeeps that have to be built in the so-called Border Kingdoms, will always be under the threat of invasion from enemy guilds. A guild may challenge another guild by setting up a war tent outside the enemy's battlekeep. The two parties will then agree on a time and date for the battle, and when the day finally comes, hordes of players will meet on the battlefield and fight with anything from swords to catapults! If the battlekeep falls into the enemy's hands, that guild will take it over. Battlekeeps will be built and maintained by players, and will offer exclusive benefits to that guild.
OnlineWelten: An interesting feature is the headhunting system. Can you explain it in a few words and what can I do if a headhunter is looking for me?
Erling Ellingsen: We are not ready to go into details on this feature just yet, but we have said that it will involve players being able to chase other - criminal - players down. We will be spending a lot of time focusing tests on this during beta and determine how exactly it will work in the end.
30.01.2007 - 14:24 Uhr Lucille | Onlinewelten
In Kürze werden wir Betakeys verlosen.
Die News dazu gibt es hier:
http://mmog.onlinewelten.com/news,27983,1444,
age_conan_releasedatum_verschoben_beta_key_gewinnspiel_
kuerze.html
*stups*
=)
30.01.2007 - 12:37 Uhr Aerouge
Gibts schon nen Releasetermin? Wird es eine Trialzeit
geben wie in anderen Spielen auch?
Die wichtigsten Fragen werden in den Interviews immer
übergangen!
29.01.2007 - 11:16 Uhr FuGe
also auch jene ohne Monster-Rechner, das Spiel genießen
können."
Ich glaub, dass der Rechner also gar nicht so mega sein
muss ;)
Wenn man sich heut nen neuen guten Rechner kaufen
würde, würde das sicherlich dicke ausreichen
29.01.2007 - 11:15 Uhr Ben
vorran, ich behalts im Auge.
29.01.2007 - 04:59 Uhr Kö
angeht.
Das Spiel klingt klasse und sieht sogar noch besser
aus, aber wenn die es nur für High-End-Zeugs
optimieren, kann ich das vergessen, was schade wäre, da
man das Spiel ja nich antesten und im Notfall wieder
zurückgeben kann, sobald man mit der Original-CD nen
Account inklusive 30 Tage Spielzeit angelegt
hat...oder? :)