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Pantheon: RotF Gameplay & Brad McQuaid Interview

2016-03-17
hey everyone i'm steve from gamers nexus dotnet and we're at GDC 2016 now looking at some mmorpgs is a bit of a turn for our coverage today and i'm joined by Brad McQuaid to talk about Pantheon which is a new MMO that definitely reminds me of EverQuest but before we get to that are all of our GDC 2016 coverage is brought to you by raw Furies goner game and you can see that on the screen now Brad so you've obviously got a pretty big history with EverQuest and Vanguard what have you brought forward to pantheon and what are some things that maybe you've called from the older titles well we think with the main thing we want to bring back is a social game a cooperative game where players need each other they have time to make friends real friendships with each other they can really call the game a home it's not going to be a situation where you're just wandering around an online world and in the server is you know you go come to an instance dungeon and the server just picks a bunch of random people to go with you and you run run through the dungeon and then you never see them again it's definitely about that shared experience that social cooperative nature day games out but I think that's the biggest thing that we need to bring back and that I would actually say needs to come back to massively multiplayer games and how about items that have maybe not aged as well from 99 EverQuest or something like that what's what's been gotten rid of that you specifically don't think age well well are you know I a lot of our audience are ideal you know they play the old games we also want to appeal to a newer the newer generation that wasn't even around for the first generation of MMOs who are seeking you know they've enjoyed a co-op and play like playing call of duty or whatever but they've never really experienced it you know playing with their friends against the environment in a persistent world but there is a reality and that is a lot of people have grown up they've got responsibilities now spouses jobs etc so a lot of the you know the needless repetition too much briny grinding you know sitting there for hours working on your factions and then we're trying to keep the sessions basically shorter so yeah you can sit there and play as long as you want but the way we're setting up the world populating at setting up the class we're targeting about Mac not a two-hour session so that a person can still log on with his friends play a couple hours and have a sense of accomplishment achieve something progress their character get some item they needed and it doesn't have to be you know the six eight ten our crazy session because this is this it's just not really compatible people's lives anymore they've got responsibilities so if we can bring back that magic without you know the tedium or the excess of time and the excess of grind I think that's the way to go bringing bringing the genre for debris and that's what we're interested in so one of the things that comes to my mind when I was playing the older games was travel and specifically for anyone who played everquest sort of pre planes of power it was a lot more physically wandering around the landscape how are you working with travel in pantheon well first of all you will be doing a lot of running around but as you've shown you the demo we've created interesting points you know points to explore you shouldn't just be sitting there endlessly running across the desert you know board the travelling to be meaningful the perception system we have you'll be learning about the environment as you go along one thing though we and we don't know this until we get into beta and we have enough players you have enough critical mass there you know it could be creating this epic world that there does need to be some limited teleportation and if that does become necessary you know we will put implement that it'd probably be keyed you'd have to get to the area first and explore kind of like rebellious and so yeah so we're going to there's there are decisions that we aren't going to finalize until we have enough critical mass in the beta where we can experiment with these things and tune it and get it right for our target audiences you know obviously we can't make it right for everyone but for our core target audience who's been looking forward to this game you know it definitely is the same thing we don't we haven't announced exactly how that's going to work how is it you know are you going to win you know when you dies or corpse can have all your items on it or not things like that we want to tune that and get players feedback during beta before we set any of that in stone right so definitely sounds interesting to me if you want to read the full article coverage on what we saw here today hit the link in the description below and as always thank you for watching we'll see you all next time
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