Rock, Paper, Shotgun

Interview: Tørnquist On The Secret World

Posted by Jim Rossignol on April 22nd, 2009 at 10:51 am.

Share:


Funcom’s contemporary dark fantasy, The Secret World, is an MMO with a cliffhanger ending. So says its creator, Ragnar Tørnquist. In fact, it’s claims like this that make this one of the most significant MMOs currently in development. Hell, with CCP not having released any details at all for World Of Darkness, this is probably the most interesting forthcoming MMO we’re aware of. Anyway: braving the nightmarish audio confusion of my echoing speakerphone interview setup, Funcom’s project lead took some time out to talk about the game, with its conspiracy theories and modern mythologies, and his feelings about high heels. Of course I didn’t start by asking any relevant questions, and asked about Anarchy Online instead.

RPS: Just to create some context: this isn’t your first MMO, is it? When people talk about you they tend to reference Dreamfall and The Longest Journey, but you’ve also worked on an MMO that is still going today, Anarchy Online. It seems a bit like a “forgotten MMO” these days, but it was pretty important, and you made an enormous contribution to that game…

Tørnquist: Anarchy Online, okay. I worked on the story for that and obviously I wrote the entire backstory up as a novel, so I did have a lot of input. I didn’t have a lot of input on the mechanics of the game, but I designed a lot of the characters, factions, and the planet and the ecology of all that. We did work on it for quite a long time.

RPS: Do you think the idea of AO’s four year story arc was a good one? Did it work? And does that have any lessons for the story-driven angle you’re taking with The Secret World?

Tørnquist: Obviously it didn’t pan out quite as we intended because things changed when the live team took over. I do have the original storyline somewhere and if we went back and looked at the plans there, well, it’d be interesting see what we planned to do, and look at how we planned to shut it down, which was part of the original idea. But I don’t think it worked, it wasn’t really feasible, and we won’t want to have shut it down: it’s still up and running. But I think the idea of an MMO that has significant changes to it is important, and that’s what we’re talking about for The Secret World. I was just in a meeting earlier today with the writers for the game, where we were talking about something we’d like to do after launch to fuck with the players a little bit, and also to change the world. We want to make it seem like a place of danger: a place that can change. No one has really done that with online worlds yet. Anarchy Online didn’t do it, even though it intended to do it, and WoW certainly hasn’t done it because it’s such a huge thing that they’d be afraid to make significant changes. When you get to a certain size you tend to be reactionary: you don’t want to mess with the formula, but I hope we can do that. With the Secret World, I hope we can make some real changes.

RPS: So you think you’ll be less conservative with The Secret World as a result of learning from other MMOs?

Tørnquist: Well let’s say that we’re making alterations to the traditional MMO formula. It’s a classless game, which is a big change, and it’s an open world. I think we’re at the point where we – I don’t want to say take risks – but make the changes that are necessary to bring the MMO genre forward. There isn’t much alternative in the MMO world, and when you look at the experiences you have in story or action driven games, well, I’d say we were very open to it, and we know that it’s really important to be different. We want to be the ones who are willing to break convention.

RPS: Can you tell me a bit about the creation of the world. I mean this time you weren’t creating a fantasy or sci-fi world, or adapting someone else’s license, instead you’re creating a fantasy within the real, contemporary world… how does that work?

Tørnquist: The Secret World has been in my head for a very long time. I started thinking about this kind of game world around ‘97 – I’ve said anything from ‘96 to ‘98 to other people, so let’s say ‘97 – I don’t have my papers back from then! But that mix of the real, the contemporary with magic and mythology was present in a lot of comic books I was reading back then – Hellblazer and Swamp Thing and Sandman, obviously, and I didn’t see that happening in games. Time passed, I worked on The Longest Journey, I wrote some stuff down, and we cancelled a game called Midgard, and we started thinking about that kind of setting again. It’s just a great setting for an MMO: a modern dark fantasy. We started working on a game called Cabal, which we created a vast backstory for, with all kinds of characters, locations, it was a gigantic universe for the game. Back in 2003 we created a demo to show what the game might look like. We’d invested a tonne of time in researching everything from the occult and conspiracy theories through to cryptozoology, huge amounts of research which was a luxury to be able to do. Then we put it all on hold and made Dreamfall. When that was done we went back again. – I call it the curse of this game. We made a few changes to what the game was all about, but the story and the essence of the universe remains. And it’s been a work in progress for seven years now, which is fantastic. This can be dangerous, but I think we’ve had enough people in and out of the project to get new responses and input. To me it’s the most interesting game world I’ve ever worked on. It’s been a long process, but the basic tenets of the universe have remained the same, and that means it remains very coherent.

RPS: Can you just explain the classless progression idea?

Tørnquist: We wanted to make a game system that was at home in the modern world. This isn’t a medieval fantasy world in which you can be born a baker and die a baker – it’s based in the modern world around us. We wanted to give people freedom to be what they want to be, and play how they want to play. You can read into that the idea that we’re reaching for the moon, but it has some important basic ideas: players will have a sort of deck of cards which will say how their character is going to be. They will be able to shuffle that deck to change how they play as they go along, they’re going to open up more options for that deck as they go a long. It’s much more dynamic than other such games, you won’t get stuck as the tank or the healer, and you should be able to contribute to the process and to the party no matter who you are. Clothes aren’t going to have stats – you can choose whether you want to wear sneakers and a T-shirt, or if you want full goth outfit, or a dress and high heels. All those things are possible, and they’re not going to effect how your character plays.

RPS: High heels do have some kind of general dexterity modifier though, right?

Tørnquist: It’s my feeling that high heels could in fact be very dangerous.

RPS: Classical MMOs as they are now tend to have a brutally vertical structure. If someone has been playing for six months you can’t really play with them. How does The Secret World deal with that?

Tørnquist: Well I don’t tend to have time to play consistently, so of course that is an issue for me too. I tend to find that people zoom ahead of me in MMOs, and I am left wandering around, feeling alone and powerless. But with an MMO you want to reward people both for playing for hours and hours, and for people to come home play for an hour, and get something out of that. The classless system helps with that because you can play for a reasonably limited amount of time and get skills that will allow you take part in the group, even if the area is quite dangerous, and the party quite experienced. They will be able to go more places than you, have more options at their disposal, and be able to do missions you can’t, fight enemies you cannot fight, but you will still be able to play with them in a group and contribute without having played as much as they have.

RPS: So how does the world work? How open is it?

Tørnquist: The world is fairly open. When you start you start in a hub city. When you make a new character you make a few choices, you choose how you look and where you start, and a couple of other things I can’t talk about. After that you’re basically free to roam the world. As you explore you do missions, and open up characters. There are areas that are more dangerous than others, and there are progressions from one area to another into more difficult encounters. You can go to harder areas, but you will struggle unless you are with a tougher group of players. But most importantly there is a linear storyline for you to follow, the story that explains why you can do all this amazing stuff. Following the story takes you to new locations in a sort of “ideal sequence”.

RPS: Does that lead to some kind of end game? You can’t keep telling the story indefinitely?

Tørnquist: The open structure of the world means that there will be missions to do after the main linear story is completed, and we’ll keep adding to the world. But a linear story does have an end, and we do have an end for the launch version of the game: we’re going to finish with a cliffhanger. We’re planning on expansions and content upgrade, and that will continue the story. You’ll complete the story and say “Oh crap I want to know what happens next!” But then you’ll have to wait for the next season, and spend some time roaming around, discovering the other parts of the story. There’s lots to discover around the world, clues, bits and pieces of the puzzle, and we actually have mechanisms for putting that together. You’ll get rewarded for finding all this out, too – you won’t just get rewards fighting monsters, you’ll get story rewards and the time you put into it. It should take people a very long time to discover everything.

RPS: Any plans for guilds, player-built objects?

Tørnquist: We’ll have something called cabals, which is our version of guilds, and there will be something tied to that which allows players to make a permanent stamp on the world. I can’t say too much about it, but there are mechanics for creating networks and allowing people to feel like they are part of something bigger.

RPS: Well we look forward to seeing that. Thanks, Ragnar.

Tørnquist: Thank you!

__________________


Related Stories:

__________________

« | »

, , , .

63 Comments »

  1. Serondal says:

    Doh, I mean AO in my previous post not AoC . never played AoC

  2. Gott says:

    @undead dolphin hacker I’m pretty sure that monsters and fireballs put it firmly in the fantasy camp, maybe not your trad fantasy. But it ain’t the Austen MMO

  3. toro says:

    I think TSW will be another dissapointment from Funcom. And the obsession with April-Ryan-clones is starting to become old and overused. I hope so much that they have something special to backup that cute face, but I doubt it.

  4. Dave says:

    UO had the a GREAT design. Totally open world, skill based progression, tonnes of professions, amazing PVP with real risk/reward – it was a total sandbox. Unfortunately EQ become the main stream model and thus all games since have been simple clones of their ‘noob friendly’ system.

    The entire genre has gone backwards since UO/AC1 (except for the odd niche game here and there like eve, swg). Good to here secret world is trying to bring the genre back in line… I just hope that funcom don’t stuff up another potentially awesome game, and that they also realise that PVP need’s RISK, not just reward.

  5. Tim says:

    Wow, I’m excited about this. I hadn’t even heard of it until now.

  6. Jonathan Strange says:

    @undead dolphin hacker

    So clearly every developer should cease and desist any attempts to try a new and interesting formula in order to attract a different audience than the norm. Why? Because they wont sell as well as WOW. So from now on, every single MMO must be a direct clone of WOW with no deviations on the formula lest they dare anger the deities of the comments sections.

    Bah! And nice use of out-of-context quotes with Levine there. I note you don’t insert the part thereafter where he went on the say that the issue isn’t the stories themselves, but the way they are told that’s the problem in his oh-so0humble opinion.

    Me? I applaud Tornquist for trying something new. It will likely never sell even half as well as WOW, but people need to pause and consider for just a second that you don’t *need* that many people. EVE is one of the most successful MMO around and it’s less than a tenth, a twentieth even of WOW’s playerbase.

  7. Hmm-Hmm. says:

    Sounds interesting, as did the previous ones on Tornquist. Let’s keep an eye out for this one.

  8. undead dolphin hacker says:

    @Jonathan Strange

    While I appreciate you trying to put words in my mouth (it saves me a bunch of effort!), unfortunately you picked the wrong ones.

    This game’s not going to do well is all I’m saying. And there’s a damn good chance it won’t even work for the first few months, considering it’s from Funcom.

  9. Moonracer says:

    I’m reading a lot of things I see developers promise a game will have/do but don’t end up quite so when the game is released.

    I was one of the folks who got suckered into playing AO with the promise of a four year story line.

  10. Im OK says:

    Asked this in the last thread, but didn’t get a response, so will try again:

    (Copy/Paste)

    Does this one still have a single-player mode (assuming it ever really had one to begin with)?

    From Wikipedia: “Tørnquist assured that the game can also be played in single-player mode, should a player be uncomfortable or unable to play with a group. According to him, the game is story-driven and there will be an overarching linear plot, as well as numerous side-quests, ranging from investigation to sabotage and hunting, since diversity of the gameplay will be another central point.”

    Is this still the case? If so, I might actually care about this. If not, then it’s just another MehMehOh, as far as I’m concerned.

    (End Copy/Paste)

  11. Gnorf says:

    What Tørnquist meant was that the game can be played solo, you won’t have to depend on finding a group to do everything.

    And for those who keep saying the game will fail just because it’s made by Funcom, keep in mind that this is their third MMO. AO was their first, and had huge technical problems at launch. AoC was rushed, and realeased too early, that’s true. The launch went pretty well, but soon the lack of content became a problem, at least for those who had already participated in the beta. Many also suffered because they didn’t have a powerful enough computer, personally the game ran very smoothly on mine. So what would Funcom have learnt by this? Don’t release an unfinished game. And this time they can take their time, no release date has been announced. And also, they have freedom to do what they want, unlike with Conan, which was a franchise.

    Will the game be successful or not? Time will show. But it’s sad to see that some gamers wish for less variety. Although sheep are concidered stupid, there is strength in numbers. If the leaders of the sheep community keep saying bad things about a company, the rest usually follows. Sad but true.

  12. Cro758 says:

    Let the sheep baa and eat the same old grass‚ I’m ready for something different from warcraft.

  13. Iosonos says:

    Alright, I see a good portion of the negative comments against “The Secret World” are in response to story-based content, since that’s one of the main aspects of the game.

    Now, I have played Funcom’s AO on and off for the past seven or eight years and I have to admit that one of the main hooks for me was the storyline. Most of the time I never got a character above level 100, but for me one of the greatest achievements in AO’s story was the uncertainty of the future events. Before I logged in everyday, I read the newslines and checked out the boards on some of the more heated debates that were currently raging. I remember talking with a friend right after the Dust Brigade attack on Omni-1 and trying to figure out what this would mean to the storyline.

    The original content of the game was amazing for the sheer fact that it was immense and diverse, and it drew people into the politics of the game. I remember many political debates about different factions and their actions in the game during the first few years. I loved participating in these, even though i generally dislike Roleplaying.

    So what happened? Shadowlands helped break this storyline for me. While still immersive, and more involved the further you go in, it took away a lot of the focus from Rubi-Ka, which in my mind should have continued to thrive in tandem.

    In another of his interviews, Ragnar said that AO is a hardcore game, meant for hardcore gamers. This is absolutely true. The amount of options you have in the game is staggering, and if you decide to delve outside of the cookie-cutter gaming guides, AO has some of the deepest stats interaction I’ve seen in a game.

    I believe this is what TSW will try to bridge. The game will still be an immersive world with player-driven content as well as Dev-created main story arc, and will still have indepth character “twinking,” but will be made to be more accessible for newer players. In this way, a character can be hand-crafted with very obscure or specialized objects/bonuses/whatever to make a character perform exactly the way you want, or you can keep a more casual pursuit of character growth with easier to obtain items which may not give the same kind of edge. I believe the story will be similar.

    If you wish to be involved in the story, then you may join event-cabals that may very well be opposing other payer-cabals in an esoteric and conspiracy-based system. That “cliff-hanger” could well be the set-up for multiple cabals to try and influence their ideals and agenda upon the storyline. In this way, even though the main-events may well be known throughout the player network, small wars and offshoots to this story, dev-created backstory to investigate, and player-driven “grudge”stories could still all be lurking behind the scenes, rarely talked about until they do affect the outcome of the story, and others go back to try and investigate what happened.

    Something like this in a smaller aspect has been shown by the Council of Truth and the Omni-board being handed over to player RP guilds to try and choose what the future of their society will be. I haven’t been involved in any of the meetings, nor do I know if it’s still up and working, but it was a great idea to see clanner and OT interests on Rubi-Ka being decided by players.

    I can see a similar system to this being introduced into TSW. Funcom also encouraged player-produced RP heavily in AO, and have shown that they are willing to respond to Player interests and opinions when they hired players to help produce new content.

    All-in-all, I see a lot of FC bashing for their release content, and against TSW for being story-driven, but FC has shown a remarkable talent at being flexible and responsive to their players’ needs. The whole idea of the game is to give story to those who crave it, and to allow an immersive experience for the players in general. If this means you want to go out and twink your character, then I’m sure you’ll be able to, just as I’m sure they will make it so casual gamers can still stay competitive to the specialized few.

    I for one applaud Funcom for their attempts at immersive and complex gameplay, and as long as they keep this game deep enough for the “hardcore” gamer in addition to their hopes of making it accessible for the casual gamer, I will be waiting with anticipation for this.

Page 2 of 2«12

XHTML: Allowed code: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

GamersGate has loads of PC games.

Respond to our gibber

  • Dante : “"Enkindle this!"” on Wot I Think: Mass Effect 2
  • Sprint : “Apparently if you're creating a new character then the short memory test *will* determine what happened in the last game (although it's still only a ...” on Wot I Think: Mass Effect 2
  • Bhazor : “I do wuv Cactus but kind of wish he'd go back to the old game made in 8 hours style. If only because it would ...” on IGF Factor 2010: Tuning
  • Tei : “I tried to register using chrome, and finished it with IE... I have notice is a ASPX page,.. Know your standards! Windows-Programm~ (I consider the ...” on Lego Universe Beta Sign Ups
  • Vinraith : “I'd forgotten what it's like to really love a AAA franchise, that Dragon Age 2 announcement simultaneously makes me excited and terrified. I hope they ...” on EA Info-Splurge

Browse the archive

Buy classic PC games from Good Old Games, please.