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Role Playing (Games) Entertainment Games

Vanguard Dev Talks About the Game's Future 86

Massively sat down with Thom Terrazas, producer for Vanguard: Saga of Heroes about what the future holds now that the game has had time to stabilize after a rocky start. Terrazas talks about some of the upcoming content, and explains why they chose to develop in the direction they did. "A lot of the requests are a mix of high-end content requests. You know, keep delivering higher end content so that progress doesn't stop for our players. In addition there are many requests to fix current content. Those are the two things that the players have requested the most." He also provides some general information on their ideas for alternate advancement. "... the idea is you can build your character out so it's a bit more specialized in things like damage, or mitigation, or spell damage. So you can specialize any way you want. We're working on that now, and it's something we're looking to launch in the raiding portion of Pantheon. So if you really love your character and want to specialize in something more, be a little different then the rest of your class, then AAs will be coming with the second part of Pantheon so you can customize your character further in the higher level."
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Vanguard Dev Talks About the Game's Future

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  • Aw man (Score:3, Interesting)

    by Anonymous Coward on Monday February 09, 2009 @06:50AM (#26781353)

    Aw man, I thought this was going to be about the Atari 2600 Vanguard. I was wondering whatever happened to those guys.

  • by Exitar ( 809068 ) on Monday February 09, 2009 @02:22PM (#26786887)

    Sony and EA would have the money, but they're simply too greedy and shortsighted: they want money NOW and don't understand that with MMORPG you make money on the long time, but only if you don't botch the launch.

  • Re:Heh (Score:3, Interesting)

    by vux984 ( 928602 ) on Monday February 09, 2009 @04:29PM (#26789269)

    I remember EQ in its heyday, but I really can't wax nostalgic about making sure I only wore gear that I wouldn't mind losing if my guild chose to raid Fear or another plane.

    Fear should have had a small staging area. The early EQ1 zones definitely had design flaws.

    EQ pre Kunark wasn't designed to make you wait forever to get a kill. It was simply that the game at launch didn't have enough high end content.

    Of course, one death would set you back hours

    It gave you motivation not to die. And/or gave you motivation to group with a Cleric/Paladin, or at least make friends with other players, even if you played solo. WoW is dull because I simply don't care if I die, it costs an in game nickle; and outside of instances I simply don't ever need help. That really kind of sucks.

    I will agree that EQ combined painful deaths with arbitrary deaths, and THAT wasn't fair. (Zoning into oasis and getting stomped by a giant and getting sent back to qeynos and losing a few hours worth of xp, and having to do a corpse recovery... was unfair.)

    I don't mind getting punished for making a tactical combat mistake. I do mind getting punished for zoning in at the wrong time.

    Of course, all it would take for a group wipe is one person running through a zone with a nice train of mobs behind them, and pretty much there was nothing to be done about griefers like that unless a GM or guide was actively watching and caught them in the act.

    I thought you said you had to wait half an hour to get a kill, because every spawn point in the zone was being camped? ;) Seriously though, yes, that both sucked, and was awesome at the same time. The trains in blackburrow, guk, and sola/b were legendary and usually weren't even intentional, and actually getting griefed - meh it wasn't -that- common. They had a saying in EQ... if you don't want to be hit by a train, stay off the tracks.

    Greifing sucked, but it also enabled the stuff that made the game great. 3 or 4 independant groups getting together and fighting off a train (intentional or otherwise) for example... that made lasting memories, and started lasting friendships... it can't really happen in WoW and it doesn't happen. Sure some friendly passerby might wander by and assist... but its just not the same. Because there is no meaningful death penalty I don't really care if I die so heroically banding together and surviving doesn't mean much.

    In EQ we were all in it together against the game. In WoW, the game is so easy, you aren't forced to rely on others so there is no real impetus to be sociable. Two groups in EQ fighting in the same general area often made contact and chatted and talked; you had downtime so there was time, and it was well worth your time too -- if you wiped, maybe they could rez you and save you hours... and vice versa... or maybe they'd come to each others rescue, or join forces together to take out a rare spawn named or work together to break a multi-spawn. That's the sort of stuff that made classic EQ great... that WoW and other new games simply don't have.

    Kunark made things easier to find stuff to kill, but the exp curve for 50-60, especially for a soloer, was painful.

    If you "played the game" instead of "rushed to 60" the level curve was a non-issue. Who cares how long it takes to level? Its not like you get a prize for reaching 60... you just to play the same game, but now without the xp reward. Whoop-de-doo.

    I like modern EQ. Even classes that were unable to solo (and when I say unable, I mean *unable* because HP regeneration was so slow without a healer) can hire mercenaries and go hit somewhere to work on exp.

    EQ wasn't designed for solers. The fact that any class could solo well was almost an accident.

    If you want an instanced dungeon all to yourself (although boring), there is always Nedaria's Landing and the Forgotten Halls which scales to your level, and if mobs are too hard, you can shroud down to a lower level, get the instance,

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