Ten
Ton Hammer: You are giving players plenty of quest options in the game.
Can you talk about the types of quests and how they will be interwoven
into the storylines?
Ragnar Tornquist: There
won’t actually be any ‘quests’ in The
Secret World – there will be missions. Semantics, perhaps,
but our missions are quite different from traditional quests, something
that’s crucial to how this game will look and feel and play.
It won’t be like any MMO you’ve ever played.
I can’t say too much about it now, but it’s got
more of an open world vibe to it, and players will be able to pick and
choose the kind of gameplay they want to focus on –
you’re never stuck with just one option, just one type of
gameplay. It’s all about what you’re in the mood
for, how you want to have fun today – if you want to fight
monsters, great, you can always do that, there are more than enough
evil beasties to go around. If you want to dig into a mystery or an
investigation, solve puzzles and play mini-games, chat with non-player
characters – well, you have those options, too.
There’s exploration, espionage, sabotages, story and lore
– and all of these various gameplay mechanics reward you for
the time you’ve spent playing. You don’t have to
just keep killing things to develop your character. There are plenty of
other ways to gain skills, pick up cool items and weapons, clothes, and
so on.
We don’t want to limit the player to just one way of playing
– we want to empower the player and allow anyone and everyone
to have as much fun as possible, the way they want to have fun.
We use the phrases ‘be who you want to be’ and
‘play how you want to play’, and we actually mean
it.
(Incidentally, anyone caught using the word ‘quest’
on our team has to pay a small fine. True story. I think we may have
enough money for a real shindig soon.)
Ten Ton Hammer: The
theory of modern day reality breaking down into the supernatural is a
great setting for an MMO, what made you jump at this type of IP?
Ragnar Tornquist: For
me, personally, it’s the kind of setting I’ve
wanted to see in games for more than ten years – even before
we started looking at making an MMO. There are so many novels and
comics, movies and TV shows that take place in this sort of
contemporary dark fantasy setting, and I find it really strange that no
one else has made a game in a setting like this before.
Also, since I was a kid, I’ve been infinitely fascinated by
ancient history, lost civilizations, cryptozoology, urban legends and
conspiracy theories – so to me, this is the perfect universe
for a game, and the perfect framework for telling stories, and
it’s a dream come through to be working on this game.
For Funcom in general, I think we saw that there was a real potential
to do something new and different, to fill a hole that hadn’t
been covered by countless medieval fantasy worlds and alien planets
(and we know everything there is to know about fantasy worlds and alien
planets). And that also meant doing something new and interesting on
the gameplay side, and not following exactly the same kind of MMO
template as everyone else.
Ten Ton Hammer: How is
development going on the game? This is some of the first footage we
have seen, are you meeting your development milestones?
Ragnar Tornquist: Development
is going really well. We’re currently close to a hundred
people in Oslo and Beijing, and we’re growing every week.
We’ve been working on The Secret World since 2006, so
obviously we’ve got a lot more in store than what
we’re showing now – but all in good time.