Just yesterday we offered you a juicy interview about Dark Souls 2. But if you have been reading us for quite some time, you already know how much we love indie studios, and today we’re back with an interview on Albion Online, developed by Sandbox Games. This will be the first “cross-platform” MMO, according to the studio: you will be able to enjoy the game equally on iOS, Android, Mac, Linux and Windows devices. Let’s delve into the details of this sandbox oriented MMORPG with Szymon Wilkosz, Director Marketing & Community Management.
First of all, thank you for the opportunity. Would you describe us what prompted you to create Albion Online, and what type of game do you aim to achieve?
Thank you! We’re excited to introduce Albion Online to the readers of Worlds Factory.
We love old school MMOs like Ultima Online and DAoC. Truly innovative, immersive and challenging games. Still, we think that today, a good MMO needs to be way more comfortable and more accessible. Otherwise, even a good game will never reach the audience it earns and needs. On the other hand, we also think that most modern MMOs are part of a ‘noobification’ trend, becoming too easy.
It also seems as if most of today’s games want to avoid any form of negative emotion or real setback for the player. But without negative emotions, how can positive emotions have meaning? And without true setbacks, how can a success feel truly rewarding?
You claim that your world is comprised of over “800 territories, that can be claimed and conquered by player guilds”. Will these territories be united through an open-world type, or does your game feature heavy instancing?
The world will consist of many regions which are segmented into territories. On the technical side this means that when travelling between regions, there will be a brief loading screen, similar to EVE Online. This way we can split the world into areas which will be hosted on different servers in different countries. That has the upside that for example players from the US can play on servers based in the US and players from Europe can play on servers located in Europe. Everyone can move freely between territories.
I’ve read on your website that territories are protected by a “magical barrier, which prevents others to destroy your buildings or steal your resources over night while you are asleep”. How does this mechanic work, exactly? Is it possible to circumvent it in any way, and what about the allied guilds and players, will it be possible to give them the permission to roam your territories?
The magical barrier rises up as soon a territory has been claimed and protects it from intruders. It can’t be destroyed. The only time when enemies are allowed to enter the claimed territory is when it’s under of siege or threat of conquest. At the moment players can control if other players that don’t belong to their guild can enter their territory or not. Further down the road, we’re planning to add guild alliances to the game and include them into the territory rights management, which would mean free travel and use of facilities for allies through all territories within that alliance.
I know it’s still undisclosed, but can you talk a bit about the “mechanics to prevent zerging“, maybe with some hints? Territories are said to be designed for “3-5″ active players, which is an extremely small number for a MMORPG, especially when considered that you’re having a single world instead of different shards - how do you plan to manage the masses of players, and will there be any siege/conquest with large scale fights?
A territory can be home to a lot of players and they can move freely and unharmed within its borders. The limitation of 3 to 5 players refers to Conquests. Attacker and defenders each choose 5 champions that will fight in team battles for the territory against each other. All other players will be teleported out of the territory during the fight. This way, smaller guilds can be competitive and have a fair shot at defending their territory and won’t be overrun by larger guilds. Day to day ‘open world’ battles outside of guild-owned territories don’t have that limitation.
You openly stated that “all items and buildings in the game are crafted by players”, which is admittedly a great starting point for a sandbox game. But many often argue that item decay is also mandatory in order to keep the crafting cycle going: what is your stance in this regard? Also, we know that Full Loot is in the game, but do you plan any kind of insurance system?
We have similar views. Albion Online has a very dynamic economic system in which decay of items and buildings are an integral part of the cycle. Very much like in real life. If I use an axe to chop a lot of wood, in time I will have to replace it. It will be similar in the world of Albion.
At the moment we have no plans for an insurance system. Death needs to have severe consequences. We want to achieve that players are confronted with negative emotions, as it will enhance the value of their positive experiences. To lose everything can be a painful experience, but to take a rare item set from a player you’ve defeated, will be all the more sweet.
Players will be given the chance to build different types of houses in the game, which sounds awesome. However, will everyone be able to build a house of its own or a shop and if so, do players need a deed/contract or anything like that? Moreover, will there be any taxing system exacted by landlords over those players that own buildings in their territories?
Everyone will be able to construct buildings. Of course it makes the most sense to do this within the protection of guild territories. Buildings outside of the territories are easier to destroy. Theoretically every building can be built by one player, but when it comes to larger buildings, it makes the most sense that several players participate in the construction. Otherwise, it will take a long time until it’s finished. It will also be possible to rent out buildings to other players, e.g. another friendly guild for a fee.
Speaking of character progression, I understand that there are no levels. I’ve also read that the abilities are “crafted onto the items”: can you explain this further? How will players improve their abilities, through use or some other system? Also, if the abilities are strictly connected to the items, what happens when the player is killed by another player and thus deprived of its items?
That’s right – you are what you wear. If I want to play as a mage, I have to craft the needed resources and wear fitting clothes. Stats, active and passive abilities are contributed from those items. For example, an archer will choose between range, attack speed and different types of damage bonuses for a bow. But one is not limited to a specific class. I could wear heavy armour and wield a magic wand as my primary weapon or be a mage with an axe. The armour combinations will be countless and we will see many hybrid classes.
We will soon start to showcase different builds and combination on our website and Facebook page, to give everyone an idea just how versatile the class system will be.
You described the combat system briefly as based on the famous “Rock, Paper, Scissors” concept; you also mentioned that it resembles a hybrid of Ultima Online & League of Legends combat systems. However, is there any unique feature to the combat of Albion Online itself? Is there any real time element to it, like blocking, evading, sprinting etc. ?
Yes, spells that are imbued on armour have a real time effect. The right spell will give a boost in running speed, which can be helpful when it’s necessary to make an escape. But it’s also possible to increase damage output or to heal yourself or others. Fights will be very dynamic because of this, and you’ll never know which spells your enemy might have in his arsenal.
Clearly PvP and crafting are major features in the game, but I want to ask you about PvE too. I’ve read that during night time demons may attack towns; what rewards can players expect for fending them off? Is there any major storyline in the game, or quest/dungeon elements?
There is a background story and lore, but this will only serve as introduction into the world of Albion. Future chapters will be written by the players and their guilds. It’s an endless story concept. Of course we will add NPC’s that will help round the story and you will be able to meet them in game.
Lastly, another unique feature of Albion Online is of course the cross-platform play. We understand that the game will be available on Ipad 2 (and better), Android tablets and Windows/Mac/Linux PCs; however, aren’t you worried that PC users may have a clear advantage thanks to keyboard/mouse or even controllers, when compared to the lackluster input systems of mobile systems? Can PC players expect unique graphic perks like higher resolution textures and better special effects due to the more powerful hardware?
We’ve managed that the controls for tablets are in such a way, that players on PCs only have a slight advantage during battle. We also see tablets not as replacement but as an addition to PCs. I can sit in the kitchen with a cup of coffee and my tablet before work in the morning, doing some crafting and chatting with my guild mates. In the evening I go into battle from my PC.
I also have a question about your studio. Many indie developers are embracing the crowdfunding concept every day; have you considered doing a Kickstarter/Indiegogo campaign to improve your game, and what do you think overall of this new phenomenon in the game industry?
It’s not like it hasn’t crossed our minds, but we haven’t pursued it. In general I think crowdfunding is a good thing for the games market, as it allows smaller studios to realise innovative projects, which otherwise would never have seen the light of day without this finance option.
Thanks for your time.