Lords of EverQuest
Lords of EverQuest II, the first game in the massively multiplayer role-playing game series developed by Verant Interactive, is on track for a March release in Europe. The game will take place one thousand years after the events of the original game. In the game, the new kingdom of EverQuest has grown substantially, as players are divided between four different groups: the remnants of a nomadic tribe, the wood elves, the blacksmiths, and the alchemist guild.
According to Verant, the game will take place in about 40 square miles of previously unknown land. Along the way, players will find new characters, creatures, and new enemies to battle. Lords of EverQuest II is the first game in the series to use a persistent online world, and it will feature enhanced graphics, improved and revised combat, character modeling, and new character classes.
Battles will take place in areas like dungeons, cities, and ruins, and the gameworld will also be divided into distinct zones with different settings, such as jungle and desert. The game will also feature online co-op for up to four players. We have not yet been able to give you a final version of the game, but expect to hear more in the near future.
The designers of EverQuest II were aiming for a fall release, but the game has entered a fairly early state. When asked about the specific date, they said they currently have a few months to polish up the game.
GS: How would you describe the game?
SB: This is a sequel to the very popular massively multiplayer game, which has been out for several years. We wanted to make it very clear that the game wasn't just a one-off as to not offer such a huge number of features but also to give the players a whole new game.
It will be very interesting to see how the finished product pans out, because what is likely to make it in is a huge draw in terms of technical specifications. The graphics will also improve, since the new interface will allow more player interaction.
GS: What kinds of themes and scenarios will be featured in the game?
SB: Some are more futuristic, while others are more military focused. Our goal with EverQuest II is to create a world that can be truly lived in, unlike any other game. This involves focusing on a storyline that is persistent with other players. We have always done this in an original sense, so we are going to use that approach. We will obviously have quests and trade with other players, but they will be more dynamic. It will be an exciting change for our players. For example, when we were working on the project, we had a unique type of environment where players were on missions. You would experience creatures, and items, and you would then interact with them. This will have some interesting gameplay elements. For instance, you might be able to perform a carpool execution and then drag the car into your car when you go inside it. But this wouldn't be a true standard for EverQuest II.
GS: Tell us about the seamless multiplayer that will be present in EverQuest II. What sorts of things will it be like? Will EverQuest II have an interesting server architecture, or are the game much more focused on cooperative gameplay?
DD: That's the big difference between EverQuest II and EverQuest II. One way we're going to do it is a server architecture. We're going to create the same kind of seamless game. We're going to build the same kind of connectivity as you would with EverQuest II. For instance, in EverQuest II you're interacting with characters that you were playing with, and then the player will come into this world and interact with you as a player.
GS: The original EverQuest let players create up to three characters. How will EverQuest II address this? What kinds of enhancements will players be able to make? Will there be any kind of two-player cooperative gameplay?
DD: We are doing a lot of work to balance the game for the better. You won't have the option of playing with a two-player party. You can put up to four other players in the world and all of them are playable in different situations.
GS: What kind of leveling and trading options will there be for players? Will players be able to trade, crafting, or simply be rewarded for doing that?
DD: There are two different kinds of trading systems for players to do in the game. There are two different types of trading. The long-term trading system is being implemented with what we call "handy hunting," which is basically like fishing. In this system, you can earn a large amount of points by harvesting, gathering, and selling on the black market. You will be able to trade items with other players in the world, though it won't be possible to level up your own fishing skill.
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