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Auto Assault Interview with
Ryan
Seabury, NetDevil
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by David 'spridal' Moore
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According
to a chopped 'n' dropped bit from the official NCsoft site: Auto Assault "combines
vehicular combat with role-playing elements. Set in a Post-Apocalyptic
future, players assume the role of a soldier of one of three competing races
as they drive to survive."
We took NetDevil Senior Developer, Ryan Seabury for a speed-limit busting
joyride around the block until he coughed up the details we required for our
exclusive gamebunny interview. Read on!
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gamebunny Assaulting
Autos at E3
gamebunny:
E3 seems to have been a smashing success for Auto Assault – a busy
booth with lots of positive feedback from the press. Did anything surprise
you about people’s comments and were suggestions taken to heart or
insights gained from so many new hands on the wheel?
Ryan
Seabury:
The biggest thing we noticed was simply how much fun people had just driving
around and destroying various buildings and structures in the environment.
I think it's a lot more interactive than what most everyone is used to,
especially for an MMORPG. People were laughing and smiling, and they
hadn't even started playing the actual game yet!
The other
big thing was how much everyone loved the Biomek "Hazard Mode"
(transforming into a hulking Mek and laying waste to the immediate
vicinity). We got such a positive reaction when we did that in our
demos, that we realized we need to do something equally as cool with the
Humans and Mutants... so we're brainstorming some pretty interesting new
ideas for those guys right now.
NCsoft
is fast becoming a major player in the MMO universe (dare we say #2 now,
after SOE?) What’s it been like working with them and do the company
bigwigs like Tack Jin Kim (CEO) and Richard Garriott provide any input for
AUTO ASSAULT?
Ryan
Seabury:
NCsoft is an absolute dream to work with. They take the MMO
business very seriously and have given us tremendous support getting to
where we are today with Auto Assault. There is an unbelievable amount
of veteran game industry talent at NCsoft that we get to pull from on a
regular basis. And since you mentioned it, I'm pretty sure that
NCsoft is far and away #1 in MMOGs worldwide, with combined subscribers in
the millions.
We
do receive input on Auto Assault from TJ, Richard, and a lot of other folks.
On the flip side, they give us a lot of flexibility in the specifics of our
design and implementation, reining us in only when we get a little too
crazy. As a result of our positive relationship, we've been able to
remain on target with NetDevil's original vision and concept, while taking
the graphics and accessibilty to a level that we feel can compete with the
best of today's "offline" games.
Attracting
the elusive “Casual Gamer Beast” and simplifying gameplay seem to be the
trends in MMOs these days. What exactly is being done to assist
“Newbies” and will “Hardcore” gamers feel left out at all?
Ryan
Seabury:
I don't know if
"simplifying" gameplay is the right term for our design
philosophy. We think of it as making the gameplay more accessible, but
there will certainly be depth and strategy for hardcore players to master.
For example, we're trying to make as much info as possible on game
statistics and mechanics available in-game. A lot of MMOs
intentionally hide this info from the players, as part of the
"fun" of figuring it out. It's our opinion that this only
hinders casual gamers, who don't have the time or desire to research across
fansites for analysis. The hardcore guys will have it reverse
engineered and posted on their clan-only web boards in a matter of hours,
either way.
So
basically Auto Assault will be very accessible at a basic level, you can
play the entire game with just the mouse, all of the skill details and
mechanics are explained well in-game. However, it can take years to
master the intricacies of the various sides and playstyles, especially in
PvP.
Some
other things to rattle off for accessibility would be our multiple redundant
control schemes for camera and driving, a waypoint-based world map travel
system for instantly hooking up with friends (no travel times), scripted
private instance mission lines, and my personal favorite: no death
penalties. Other than the time you spend getting back into the action,
you're not going to lose much if anything when you die, especially not XP or
levels.
Is
the failure of the vaguely similar, car-centric MMO, MOTOR CITY ONLINE a
concern for the team?
Ryan
Seabury:
No, not at all. I never got a chance to play that title myself, but
from what I understand we're about as different to MCO as say... Grand Theft
Auto is to Gran Turismo. Auto Assault is by no means a simulator.
Our focus is squarely on over-the-top vehicular combat and mayhem -- almost
arcade-y -- and action-oriented play style, with character development
behind the vehicles. Judging from the reaction we had at E3, it seems
like we're really hitting an aspect of MMO games that has been overlooked so
far.
Player
avatars are only able to explore on foot while in safe, town centers (if I
understood correctly.) Can you elaborate a bit on what players can do while
in these protected town areas?
Ryan
Seabury:
That is correct, when in town you are out of your vehicle. Currently,
you can interact with various buildings and NPCs, such as general stores for
equipment and weapons, refineries, body shops, garages, and the like.
You can also socialize and trade with other players if you just feel like
hanging out, and you can pick up missions as well. A lot of these things you
can also do outside of towns, but we felt it was important to have a place
to check out everyone's avatar so you can identify more with those you're
playing with.
At one
point in development, we allowed you to get out of your vehicle outside of
towns as well. It quickly became obvious that you would never want to
do this, as you would die almost instantly. It turns out the raging
firepower of armored assault vehicles, alien machinery, and mutant creatures
instantly focused on your soft and fragile body isn't very fun for anyone.
Drive
to page 2

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