Massively and Gamespot posted behind the scenes articles on Fallen Earth and The Secret World, respectively. As a fan of MMORPGs, I absolutely love it when developers come out from behind their veil of secrecy to share just how games are made, the thought process behind content, and the trials and tribulations of development. It’s interesting to me and we see far too little of it.
A year or so ago when I was into WAR, I suggested that Mythic add a developer section to the Tome of Knowledge, kind of an Easter egg bonus feature where you’d learn about the process of making each zone from the developers themselves. Mark Jacobs seemed to like that idea, but alas, he was fired for bringing the topic up to his EA masters. So much for that!
So what do we have in these articles? Fallen Earth continues to showcase its dev team’s awesomeness with a few stories of desired features that fell through the cracks (like flamethrowers and mobs that would crawl on the ceiling, alas) and a few hilarious bugs from the creation of the game, like guns that shot houses instead of bullets. I totally want one of those guns!
FunCom’s taken quite a few PR beatings in the past, but I still hold hope for The Secret World. For one thing, it looks downright intriguing, a conspiracy/survival horror/mythology-laced MMORPG that has no direct genre competition. It’s something different, and man, we need that. For another thing, the game director is Ragnar Tornquist, the writer and developer of The Longest Journey and Dreamfall, two of the all-time best adventure games for the PC, and I want to experience more of his stories.
Tornquist delivers a short teaser video for one of TSW’s locations, Kingsmouth, which looks like it got hit with a combination of Silent Hill fog, Dunwich Horror old gods, and Dawn of the Dead zombies. Nice place. He shares the influences for the zone and discusses how players won’t just be killing, but will be exploring, solving puzzles and unraveling mysteries.
A good quote:
“One important theme in The Secret World is that of heroism, and we’re going to put players in a situation where being a hero is very difficult–where it’s about containing and gathering information and preventing the darkness from spreading, rather than saving a few lives.”