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Kwinten
I quoted the part about MechScape, click the link below for the full interview.

QUOTE
Eurogamer: That's a lot of people. But that's enough about RuneScape. Let's talk about MechScape! I read that you're planning a reveal soon. Let's not wait; let's do the reveal now!

Henrique Olifiers: [Everybody laughs] So MechScape started as a project three-and-a-half years ago, in January 2006, when the company convinced itself it was secure with MMOs with the success of RuneScape and said, "OK, it's time for us to try another one from scratch and make it the way that we always wanted it to be - learning from all the lessons and experience of RuneScape."

From the beginning we didn't want to make another RuneScape: it can't be another fantasy game, so no more elves no more, no more orcs, no more dragons.

Eurogamer: [Does victory fist.]

Henrique Olifiers: Right. So what's big out there? Sci-fi. Sci-fi is everywhere: TV, movies, comics, but not in MMOs. Why not? We started studying why sci-fi doesn't work in MMOs. We found out some answers and the result is MechScape, which is a sci-fi game, with game mechanics that are completely different from any other MMO out there.

Eurogamer: Can you give us an example of them?

Henrique Olifiers: I can tell you what it is not. For instance: we don't have XP, we don't have skills, it's all different.

Eurogamer: So how's your character going to progress?

Henrique Olifiers: Yeah! Wink wink [laughter]. We brought inspiration from the good old sci-fi games like Masters of Orion, Ascendancy - those games. What is the drive behind those games for the player? I want to search and conquer and explore. That's what we do in MechScape.

Eurogamer: So is it an RPG based around an avatar that goes off and explores? Or is it a spaceship-based affair with lasers?

Henrique Olifiers: We're talking about all of that in MechScape.

Eurogamer: What things did you learn from making RuneScape that will make MechScape better?

Henrique Olifiers: We found out that players are fed up with grinding, and most MMOs are built on top of that because they need to be a long experience. If you have a team of a thousand people who are working overnight, a player can still go past that content faster than they can create it. The only reason why RuneScape is always ahead of the curve is because it's updated weekly and it has nine years [of content] behind it. If you started playing it back then you will run out of content eventually. But the grinding mechanics take your time, keep you there and interested in the game. So we had to be very clever with that and find a way to remove it.

Another thing we found about the game was how the users interact to one another and, as strange as it can sound, in an MMO not everybody wants to play in a multiplayer environment. Most MMO players, they like the multiplayer environment, but solo. Why is that? What is the drive? How can we cater for that? All that we learned and applied to MechScape.

Eurogamer: You're hinting at a lot of clever mechanics hiding under the MechScape blanket. Can we have a peek under your blanket?

Henrique Olifiers: Oh, OK, let me see: one of the things that was very successful in RuneScape were player-owned houses and creating them. That was very big for RuneScape. And so that's something we need to start with. So all the players start with their own bases [in MechScape].

Eurogamer: Snazzy. MechScape also portends to be for a more mature gamer. But how is it aimed at an older audience?

Henrique Olifiers: We started by spending the first months of pre-production only writing the universe, the back-story that underlines the game, so we had a very very strong platform to build the game on. The game is sound and solid from a storyline perspective. It is accessible like RuneScape is; it's easy to get into. But once you are into that the storyline is very engrossing, the characters and the way they express themselves is much more adult and the possibilities that you have strategically as you play the game are more advanced and progress with time.

The gameplay components get very complex, but you can play them in a shallow way. If you want to master it there is so much stuff for you to tweak and experiment with. It enables casual players to engage with it and to understand what's going on, but it goes very deep, very deep.

Eurogamer: Isn't that a bit risky, given the accessibility of RuneScape? Are you narrowing your prospective audience?

Mark Gerhard: I don't know if we've narrowed it, but what we've definitely done is gone tangential. We don't want all our existing RuneScape players to graduate or migrate onto MechScape. We've deliberately gone for a slightly older demographic. And we don't feel a medieval fantasy MMO player will want to play a sci-fi MMO.

So to your first question: is it a risk? Potentially. Doesn't mean we're not going to do it. This is a great project that we're really excited about. In many respects we've pioneered our own way here, but we don't mind that, I think that's what we do.

Eurogamer: Does MechScape resemble any other games out there so we can get a better picture of what it will be like?

Henrique Olifiers: We went to great lengths to make sure that wasn't the case! Ha ha!

Eurogamer: I suppose one of the benefits of making piles of money from RuneScape is that you can afford to take risks. How many more resources are you pouring into MechScape compared with what went into RuneScape?

Mark Gerhard: Tens of millions. But the same into FunOrb. Whether you're aware of it or not, [FunOrb was] probably in development for two, three years before we even launched - so three-and-a-half years total. And that's assumed tens of millions of pounds of investment.

But each product has its own self-contained studio spread across two buildings. That means you're investing a lot into it. But we can.

We have every expectation that [MechScape] is going to be a success, because we're gamers and this is the type of game we want to play. But if it's not [a success], that's not going to stop us doing another great project, or another great project, because that's what we do - that's what gets us out of bed in the morning.

Henrique Olifiers: We have the comfort of working on our own time. It's not ready; don't launch - put it back in development until we feel, "OK now it's good, let's launch it." Instead of rushing it or having to put it to deadlines. We have the luxury of doing it right, in our own time.

Eurogamer: That must be liberating.

Henrique Olifiers: Yes [smiles].

Eurogamer: What sort of time-line are we looking at in terms of beta and release?

Henrique Olifiers: We are polishing the game now.

Eurogamer: So is there any date for a beta?

Henrique Olifiers: No, no no. We constantly playtest the game, invite people to help and run focus tests to find out what they like so we can adjust. By the time we feel it's ready to go we're suddenly going to open it and avoid the pitfalls we see so many other MMOs going through by releasing a product they can only get right a year afterwards.


New info:

-There are no skills in MechScape!
-All the players start with their own bases (like Player Owned Houses in RuneScape)
-'Deeper' and more complex gameplay compared to RuneScape

Full interview: http://www.eurogamer.net/articles/jagex-on...unorb-interview

Discuss.
Goggie
No Skills at all? That is going to be interesting. I'm more intrigued than ever tongue.gif
jfreney2
So f2p might get houses
and no skills weird
iSummon
Hmm... Does WoW have skills? I think this is a more Combat based game. The PoH based start can mean many things, many games start out with a house.

I'm more into RPG/MMO. Meaning I can solo a lot but I want friends. (I don't know what you would properly call that.) They did bring this up so I'm looking for a techy WoW (With a twist of RPG.) (Not as nearly as good as WoW.)

They are confusing us aging... wink.gif
mr blaster
its these interviews who attract players to playing the game...

i wanna play it right now crying.gif
Yippee
QUOTE (mr blaster @ Aug 31 2009, 06:09 AM) *
its these interviews who attract players to playing the game...

i wanna play it right now crying.gif

So does everyone who knows anything about it, and I know way too much about it and thus want to play it way too bad. crying.gif tongue.gif

Exciting information in here... I'll have to look up Masters of Orion and Ascendency and see what's different about those games. Maybe I can dig up a few possible hints. Bases, great back story, and complex gameplay also make me want to play it right now even more.

Thanks for this one Kwinten, it's going on my website. smile.gif Oh, yeah, and the deeper and more complex gameplay isn't really new info, although they did go more in depth about that point than ever before.
Flatypus
I saw this on MSW earlier. Its a pretty epic interview, we learnt loads about what to expect.
They could be releasing more info to make up for the MS Q&A cancelling.
Adam?
This actually makes me want to play it.
Kwinten
QUOTE (Adam? @ Aug 31 2009, 07:28 PM) *
This actually makes me want to play it.

Yea, me too. This actually sounds pretty innovative. No skills, no grinding, deep storyline.
Slacker
This game will definitely be a ground breaking online Si-Fi MMORPG. A dang fun one too.
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