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At E3, I got a chance to sit down with Tasos Flambouras (Associate Producer) and Kjetil Helland (Lead Programmer) from Aventurine, two of the team members working on the new MMO Darkfall. If you are one of those MMO players who enjoy the freedom to literally do whatever strikes your fancy, then Darkfall may be for you. One thing is for sure, if you are a fan of PVP then you will certainly want to take a serious look at this game. In this game, you will be able to attack and be attacked anywhere, any time. Not only that, but the PvP fighting in this game will be based on the skill of the player. If you cannot handle a bow and you are facing off against someone who has used a bow many times, you can pretty much kiss your behind goodbye. One of the things shown to me by Kjetil in a gameplay video was a massive PvP battle that the staff of Darkfall participated in. Well, as massive as you can get with a staff of about 20, that is. As the battle raged on, it quickly became apparent that this is not simply a fire-and-forget type MMORPG. If you miss your enemy with a swing of your sword, you better be prepared to defend yourself, because you will be attacked. Not only that, but players will have to be well aware of where their casters are at all times. If a healing spell is cast upon you and a enemy decides he wants a heal and runs into the AOE of the spell, well then, he gets healed as well. It works the same with damage spells. Darkfall will also have something that is not found in current MMORPG games – naval combat. Naval combat on a scale that has never even been conceived of before, that is. First of all, if you want to build a ship that is bigger than three elephants, you can. There is almost no size limit on naval vessels. Basically, like everything else in this game, if you have the resources and the skill, you can produce whatever you want. On top of that, just like in the real world, if you can pack 8000 players onto one tiny ship without it sinking, then so be it. There are no slots or other pre-determined limits on the amount of characters you can pile on to vessels. One of the examples they gave me was if a player wanted to surprise an enemy base, they could sail their ship in with only a few players on the deck. Once the ship got close enough for players to swim ashore without getting killed, the captain of the vessel could literally open their holds to release a tidal wave of men. |
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