Tagged: interview

An in-game journalist of Dragon’s Call had got a chance to hook up with the well-known fast leveling player – ShadowShaman and did a short interview recently. Besides some useful and vital tips for new players, ShadowShaman also explained how the in-game moral played an important part while you were leveling in Dragon’s Call. The pause in the middle part, when ShadowShaman wanted to take a lead, surely highlighted the whole interview and made his point stand out. Without further ado, let’s enjoy the on-the-spot interview below.

 
ShadowShaman’s favorite drink and he wish to use this image as his avatar

We all wonder how ShadowShaman on Orclar (server 8) made it to the top so fast and I got hold on him for a small interview. Here you will get to know his tips and tricks for how to become a successful player. He even gave new coming players some tips.

.Bowser92: Everybody on this game is so amazed by how quickly you leveled up; many players just watched how you climbed up the rank to finally become number one. How did you do it? And what advice can you give to help others that want to level up as fast as you did?

ShadowShaman: To tell the truth, I use Dragon Gold to boost up my level. As you know, we can buy scrolls with Dragon Gold and get experience from them. That’s the way I do to get up to level 40. Then I do instances with other great players such as Ace and CatToc.

So my advice for people is, if you are a Dragon Gold player (buyer), you can try your luck to get up to level 40 with scrolls like I did. If you are a non-Dragon Gold player (non-buyer) you can do quests and get to level 27 within 2-3days.
Also do instance 3 times a day, use up all your AP, get recharge AP from honor in Arena, use honor points you have left after purchasing AP, to exchange for experience. And find a mentor if it’s possible.

Bowser92: Did you get your Dragon Gold only through free or did you buy Dragon Gold?

ShadowShaman: To be honest, I buy a lot Dragon Gold and just get some for free.

Bowser92: The name ShadowShaman is interesting, where did you get it? Because as you know we don’t have a class named shaman.

ShadowShaman: That’s from the game Dota, ShadowShaman is Rhasta, my favorite hero there.

Bowser92: It sounds like you put a lot of time on games, but how many hours do you put on Dragons Call? Because we all know that no one can become level 50 during a night.

ShadowShaman: That’s variable, but usually I play for 4-6 hours every day. It only takes me 2-3 hours to use up my AP, the other time I go to chat with my guild mates.

Bowser92: What do you think has been the hardest during leveling up? There isn’t that many players that is around level 50 on Orclar server.

ShadowShaman: Finding partners for instance is the hardest part. As one of greatest players has told me, you will have to find a good teammate to go instance with you frequently.

Bowser92: How do you find that teammate?

ShadowShaman: I don’t really know how to find a teammate like that. You have to try and fail in order to find good ones. I am very lucky that i found some so far. To be a good player in a team, you have to be honest. Give other members items they need. Don’t be greedy or jealous.

If you and your teammate both need an item, you should talk to him/her to settle down. Usually once I find good teammate, I’m willing to give the item to my teammate first. The more you give, the more you get.

I can say something?

Bowser92: Sure.

ShadowShaman: The point of this game is not only being strong but also helping other players in your guild to be strong. I may be the highest level, but I can’t do much without others helping me out.

Bowser92: How do you help other players in the best way?

ShadowShaman: I give them a startup. When I first started playing this game, some people really helped me out by giving me free stuffs that I needed. And I’m trying to do same thing for others.

Bowser92: What advice would you give a new member to the game?

ShadowShaman: Don’t be troll, actually, if you try to be nice, other will be nice to you. First thing you should do is finding a good guild to join where you can ask questions and get answers. Try to do everything on your own unless you really need help.

If you ask people to give you stuffs to frequently, they will feel that you use them. I have experienced some players like that and I really don’t want to help these people out. You may get a slow start with my advice, but for long run, I believe it will give you benefits

Bowser92: One last question, how important is it to be in a guild in the beginning of the game?

ShadowShaman: Very important, it’s the top priority. Because if you are new to the game, guild mates can show you what you have to do, help you out with instances. And having people to talk is nice too.

Bowser92: We all thank you for your time and good advices and wishes you good luck in the future

ShadowShaman: Thank you so much. Just one last thing to say: be nice to others.

Originally from Dragon’s Call official forum

Please introduce yourself and what you do at ChangYou.com:
My name’s Tengfei Wu, I’m 25 years old and I’ve worked as an illustrator now for over two years… I’m in charge of the TLBB project here.

‘Mounts’ are among the most popular features of TLBB. What inspires you when creating these fantasy creatures?
There are so many things that inspire me. From watching fantasy movies, to marine life and ancient legends that I might come across in museums or read about, it can be the smallest of things that trigger an idea in my head. With a creative mindset, I’m always aware of the little details surrounding me which I try to implement in TLBB.

Mounts are seen as a way of ‘showing off’ and getting around quickly. Do you take these two points into consideration when in the design process?
Both of them should be considered. I am more concerned about the visible result of the mounts and the cool appearance of them that satisfy the gamer’s needs rather than the ‘speed’ functionality which isn’t implemented until a later stage of the development process. On a design point of view however, illustrators will try to avoid the appearance of a slow mount, just because they are much cooler when they move quickly.

Some of the Mounts in TLBB are specifically designed for speed, others for looks, but each class boasts its own mount. How did you go about choosing the mount design for the specific classes?
When we design mounts for classes, we tend to know the features of the classes first. Knowing this makes it a smoother process when choosing the most suitable class mount. There’s no specific formula or reasoning behind the decision, we simply choose which we think will go best.

How much creative freedom do you have when designing these mounts? And how much of it follows a brief?
Most of the mounts are creative freedom. Some of the mounts are designed with the intention of meeting gamers’ needs but most of them are from our own creative brushes which are in line with the feel, look and story of the game.
What was your biggest challenge when creating these mounts?
The biggest challenge is how to design different mounts, whilst meeting the gamers’ needs at the same time. In order for our players to be happy, we must listen to the community and what it is they want within the game. We also want to show the diversity of the game and create new and exciting visuals when it comes to future expansions and features. All these elements combined, give us a starting block and from thereon we begin to design mastery.
Which one are you most proud of and why?
The Yan beast has to be my personal favourite. It’s overbearing, strong without clumsiness and very hot tempered. Like me!

If you could choose one mount to convert into your real life mode of transport, which would it be?
I would choose the Phoenix or the Dragon so that I can fly from my home to the office without having to use the lift!

Thanks.

For more information, please visit the official TLBB website: http://tlbb.eu.changyou.com and for all discussions and giveaways, please visit the forum: http://tlbb.eu.changyou.com/forum/

ChangYou EU recently received a number of requests from players asking for a more in-depth analysis of TLBB from its original source, China.

 

The company is happy to announce that they were able to pull the Product Manager, Nicole Bai, away from her busy schedule in the Development Team to discuss the key features, plans and growth of TLBB.

 

Widely known as one of China biggest ever MMO’s, TLBB has come alive in Europe with an ever-growing fan base and user number. As figures have risen, so too has the positive response from players that has enabled ChangYou EU to feed it back to the egg heads over in China’s HQ for further research into the game.

 

European Marketing Director Mirko Gozzo reveals this video interview comes at a time when players have been voicing their curious opinions about the game. We’re now able to respond to these requests and there’s no better person to answer them than Nicole. She’s done a fantastic job in China both with the game and the team so it’s a real privilege to have her thoughts on issues such as future plans and the development of TLBB”.  

 

The company has been taking the ‘acoustic’ approach of listening to what players have to say and what they think about TLBB in order to make the necessary changes that will further enhance the gaming experience.

 

ChangYou EU also encourages players and registered users to openly begin discussions on the forum - http://tlbb.eu.changyou.com/forum/ - in order to talk about in-game features, events, share tips and much more, as well as have any unclear questions answered.

 

Find out what Nicole had to say in this exclusive interview:

 

http://www.youtube.com/watch?v=b3gE3Tt62QI

 

1.    What was the reason behind naming this game ‘TLBB’ and do you think it’s a good marketing decision for the target audience in Europe?

In China, the book this game was based on is called Tiān Lóng Bā Bù– Demi-Gods and Semi-Devils – a famous martial arts novel written by a well respected writer called Louis Cha. The book later spawned into several movies and television series and is a well-known story amongst Chinese communities. We believe that the storyline behind TLBB is so strong and genuine, that we shouldn’t shy away from anything other than authenticity and so we decided to keep the original name.

2.    What type of game is TLBB?

TLBB is a 3D, martial arts MMO game with lots of fantastic features for all to enjoy. Its easy-to-use interface and navigation system is tested daily by millions of players and with over 100 pets and 70 mounts available, players have a wide variety of choices to suit them. This beautifully rendered ancient Chinese world is depicted both from the book and historical Chinese culture; therefore players can enjoy lots of different scenes along their journey as well as the well thought out battle scenarios that have been developed. Players will be able to enjoy a unique storyline as well as an addictive MMO.

3.    Why did you decide to license a smaller game client with graphics that aren’t as strong as some of the other modern day MMO’s?

Many factors are taken into consideration when developing game content including graphics and performance on “average” computers. Imagine a game that has fantastic graphics and the deepest PVP system that allows more than 5,000 players to fight in one area; this game would probably only be played by a very small audience who can afford a high level-spec PC. When TLBB was developed, we wanted to allow as many people as possible be part of the game experience. Developments are being made for future projects and we’re extremely excited about what’s in store.

4.    Is TLBB out in Europe?

Yes. TLBB is currently in the Open Beta phase in Europe and has had incredible feedback since the launch in April 2010. Gamers should be aware however, that they will only be able to play the European version IN Europe. Players can find out more here

5.    How many TLBB players are there in Asia?

The user base of our games has been growing steadily with aggregate peak concurrent users (“PCU”) for all of our games in operations, reaching a total of 990,000 in the fourth quarter of 2009.

6.    Why is TLBB so popular in Asia?

TLBB has a very loyal following throughout Asia; our PCU figure alone is testament to that. Since the release of TLBB, ChangYou has strived to develop the game further and has seen a positive effect among communities. Derived from the famous novel by Louis Cha, TLBB (Tian Long Ba Bu) brings about a phenomenal storyline that the public love. Not only does the game represent a journey for players, but its beautifully adapted landscapes, characters and features have helped TLBB become one of the top games in China. The game also offers a large and friendly community within TLBB which bodes well among players and, more importantly, has excelled in the market as an addictive MMORPG for its game-play.

7.    When is the game being released?

In the EU, we have recently launched the Open Beta version and have lined up some exciting in-game events and giveaways for the upcoming months. TLBB started its Open Beta phase in China in May 2007 and now ranks as one of the Top 3 MMO games there, winning various awards for its popularity and quality. In the US, the game was released last year and an improved and modified version is now available for the European market. Players can enjoy a number of special prizes up for grabs. To find out more, click here.

8.    How much does TLBB cost to play?

It’s a free to play MMO with micro transactions inside the game. We want all players to have the chance to enjoy TLBB and get a taste of its playability.

9.    What are ChangYou’s long-term ambitions in Europe?

In recent months, we’ve been working hard on the launch of TLBB and have reaped the rewards since the Open Beta kicked off in April 2010. Players have taken to it in a positive way which is a good sign for the game. However, TLBB will not be the only project we launch in Europe. There are a number of plans in place for future titles to be published by ChangYou EU and so we’re looking forward to a bright year ahead of us. The focus will now be to maintain the success of TLBB and build on the interest for our players inside Europe.

10.    How big is the ChangYou (EU) Team?

Our company is growing quickly and we’re very excited about the future prospects of the European subsidiary. Based in London, the team is close to 20 strong and counting. We love hearing from candidates who could potentially bring something extra to the team so all enquiries are welcome. For more details about jobs, please email service@eu.changyou.com

11.    How will ChangYou make money out of F2P TLBB?

We have a secure payment method within the game and an in-game online shop that can be visited by players. The gifts & items on offer vary and we have a fantastic selection for gamers to choose from. The F2P element of TLBB is something, we feel, should be standard for players as we’d like this to be a long-term benefit for them.

12.    How often do you host in-game events?

TLBB hosts in-game events around the clock. It’s one of the things that players enjoy on a regular basis. All our events are unique and cater for the European market. To view all current and past events, you can visit the events page of TLBB.

Thanks!

Can you talk about the types of PvP in Aika for players

Sure! Aika has a very impressive breadth of PvP options for everyone – from newbies to MMORPG fanatics, and from people who prefer smaller, scrimmage-type battles to those who long to lead massive army invasions. There are three major modes of PvP in Aika which are defined by the different kinds of incentives offered for participation. We like to call them “the fight for pride,” “the fight for power,” and “the fight for glory.”

“The fight for glory” refers to Battlegrounds, a small-scale PvP mode where teams of various sizes (6 vs. 6 to 24 vs. 24) battle it out in timed deathmatches on a special arena separated from the rest of the world. Teams can be any sort of composition: random players from different nations, guildmates, questing parties, etc. The incentive here is individual glory – players are given special rewards based on their contributions to the team effort. Battlegrounds matches are organized via an FPS-style lobby system, so it’s very easy for players to jump in and start PvP-ing.

“The fight for power” is our title for Castle Siege, the centerpiece of one of the most exciting features of Aika. Castle Siege is a weekly event where the guilds within a nation fight each other to become (or stay) the ruling regime of that nation. The guildmaster of the guild which wins that week’s Castle Siege becomes the Lord Marshal of his or her nation – a position with an enormous amount of in-game power. The Lord Marshal sets taxes, allocates resources for national defense, speaks to everyone in the nation at will (very useful for nation vs. nation raids), is granted incredible status buffs, can sign alliances with other nations, and more. The Lord Marshal’s guild and allied guilds also experience certain benefits, and together they comprise an elite police force for their own nation and the core military leadership in the fight against other nations. This supremacy is an uncertain one, however, since the power to rule one’s entire nation is contested on a weekly basis. It makes for great political intrigue and very passionate battles.

“The fight for pride” pertains to nation vs. nation warfare – battles on the most massive scale which can reach over a thousand players in one zone. This type of PvP largely centers on Relic War, an ongoing state of conflict where armies battle over precious national relics. These relics are very rare items which grant a permanent buff to the citizens of the nation possessing them. These buffs can add to max HP, increase the experience gain rate, raise specific character stats, or benefit players in other ways. Someone might be questing in the tranquil fields of Verband when he is called to arms by a national alarm, compelling him to stop attacking a wild boar and rush to defend his nation’s relics against invaders. Fighting alongside players who have the same national allegiance fosters a very strong pride in one’s own nation as well as determination to organize and fight for the whole nation’s benefit. It’s a huge thrill seeing players rally around their Lord Marshal and work together to capture or protect relics, and the players seem to enjoy it very much, too.

What trends have you seen in Beta? Are players going for the bigger battles?

Players are definitely embracing the idea of fighting in organized groups which demand their loyalty, whether it’s the guild vs. guild throwdowns of Castle Siege or the epic national clashes of Relic War. Players aren’t necessarily attracted by the size of a particular battle – it’s about the motivation and the idea of fighting for a greater cause. This often means that we see large battles, since the game can handle it and there are many passionate players, but this is more of a case of correlation than causation.

Are you worried about the lag that players might encounter in the big battles?

Not particularly. The Aika engine was built from scratch by developer JoyImpact to support battles with over a thousand participants, and we largely find that players can experience fighting on this scale without too much reduction in performance. The developer is also continuously working on improving the PvP experience for players, which means that as great as it is now, it’ll only get better.

Are there smaller skirmish style PVP areas for players to fight?

Yes. Battlegrounds (mentioned in the response to the first question) is a great way for players to test builds, get their feet wet, and experience PvP without the pressure of the other two modes. Players have access to Battlegrounds once they achieve citizenship in the nation of their choice, which is an option starting at level 10.

How is PvP encouraged in the End Game?

Well, I’d say that Aika’s endgame is really defined by the PvP. Right now our level cap is 50 – which, by all indications, is really just the beginning of the game – and players who have reached the cap tend to focus on PvP. This is because these high level players tend to have the most experience in the game and often occupy positions of power (guildmaster, etc.), both of which facilitate military leadership and success in group combat. Part of the beauty of Aika is that its endgame content revolves around the stories and politics and interactions which are enabled by game mechanics but created by the players. The game offers incentives and opportunities to catalyze PvP and then from there it’s all up to the human element to turn Aika into a compelling experience.

Do you have any leader boards and ranking systems in place for the game?

The game itself comes with certain ranking systems for game mechanic and balance purposes, but other than that we don’t yet have any public metrics for in-game achievements. We are planning on implementing leader board-type features for our community in the future, though.

What do you feel is the most important element in Aika PvP?

Aika’s PvP system wouldn’t be half as compelling or fun without the comprehensive political system behind it. Instead of being limited to a separate zone or instance which is isolated from the greater world of the game, Aika seamlessly integrates combat into the political functions which allow players to influence their own and others’ in-game experiences in a powerful way. PvP is a natural part of Aika, and it’s very rewarding for many people to feel that in-game warfare is contributing towards a larger goal – that of working as a group to achieve greater power relative to others (other guilds, other nations, etc.). Everyone wants to be part of a community that is accomplishing big things, and Aika’s game design provides ways for players to organize and goals for them to aspire to. This game challenges players to make something of themselves, and PvP is how they do it. It’s that kind of motivation which makes Aika’s PvP so exciting.

The Dutch version of Official Playstation Magazine has conducted an interview with Final Fantasy XIII producer Yoshinori Kitase as we mentioned a few days ago. Thankfully our new best friend, Shlizar Axis, has scanned the entire feature as well as translating the interview. Inside it, Kitase confirms the DLC rumour was true as well as revealing a few other interesting facts such as the PS3 and 360 versions of the game using different engines apparently. This seems odd as Square said Crystal Tools was developed to work with both the PS3 and 360 as well as other platforms but whatever he says. See the scans as well as the fully translated interview below.

Interview with Yoshinori Kitase:
From director of Chrono Trigger to scenario writer of Final Fantasy VII; Kitase has had a hand into all major Square-Enix productions during the past two decades. And also his task as senior producer of the biggest RPG of the past decade is almost at its end…

Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM Dutch OPM

How does it feel now that Final Fantasy XIII is completed?
YOSHINORI KITASE: It’s a big sigh of relief. It has taken a long time before it was completed. It’s good to see that Final Fantasy lives brightly within the people when you are walking down the streets in Tokyo. This is what it makes it worthwhile.

This is the first Final Fantasy on the PS3. In what way was the development different then with the previous instalments?
KITASE: This time we needed to work extra hard. Final Fantasy XIII was originally meant to be a PS2 title, but we had to switch systems due to the arrival of the PS3. That cost us about one and a half years and was constantly a case of trial and error. However, because we worked so hard at the beginning, we got to a cruising speed much faster then anticipated and therefore could start on the translation and international voice recording process at an early stage of the development. It’s because of this that we can release both the European as well as the American version barely three months after the Japanese release.

Are the European and Japanese versions identical, or do the western gamers get extra content in exchange for the long wait?
KITASE: At first we wanted a simultaneous release for all markets, so therefore it was intended that we would create identical versions. When we noticed that we couldn’t make it, we decided that we wanted to keep the period between the Japanese and the Western release as short as possible. We had a moment where we considered to add extra content to the western version, but then the release date of the international version would have been pushed back for a couple of months. We did prepare DLC, but it will also be available in the West in the future.

The Western fans aren’t unhappy that they didn’t have to wait realise months this time…
KITASE: It’s because of the fans that we wanted to do a simultaneous release. A while ago, during my vacation, I went to Europe and talked to many European fans. With each conversation this particular frustration came to order. I didn’t know that it weighted so heavenly with you, so i made sure that the localization process could start early. We didn’t have to take the different television standards into account. No NTSC and PAL anymore, in every livingroom stands a digital television nowadays, so we didn’t have to spend an extra month in development for it.

Didn’t the simultaneous development on both the PS3 and the XBOX360 cause difficulties?
KITASE: We have made it our top priority to deliver the same quality on both consoles. It was self-evident that it brought some difficulties with it. Both consoles require a different approach. Especially on the graphics section. We had to build a different engine for both versions. We needed a year of tinkering on each engine in order to get the same level of graphics.

How do the side missions come together?
KITASE: As you know, the in-game world consists of two parts: Cocoon and Pulse. In Cocoon you will get a strong story-driven RPG. Pulse on the other hand is mostly a wilderness where the game switches to explorations and numerous side missions become available. Without the side missions, the game will be 60 hours long. If you visit the Grand Pulse in order to clear side missions, then you will be busy for a long time. You can keep playing these missions in order to earn Cystarium-points, so basically the length of the game is endless.

We found Lightning didn’t really fit within the line of Final Fantasy-Protagonists. First and foremost, she is a woman and no androgen youngster. Second, she’s the toughest lady we have ever encountered. She doesn’t flinch when it comes to hitting the macho Snow several times in the face.
KITASE: “Change” played a part when selecting Lightning. It has been a while since we had a female protagonist, but gender didn’t really matter actually. We just wanted to create a strong personality.

Has lightning been designed to be the female version of Cloud Strife, or did we discover another fault on Wikipedia?
KITASE: It’s indeed incorrect. The only thing Cloud and Lightning have in common is their background as a soldier. Lightning does come across as cold and tough, but further along the story you will notice that she has a fragile side to her. Cloud didn’t have that. We surely didn’t try to copy Cloud’s success.

You have been working at Square Enix for quite a while now. How do you see Final Fantasy XII in comparison with its illustrious predecessors?
KITASE: I consider this Final Fantasy as the most evolved instalment of the series. On the area of setting, it looks a lot like Final Fantasy VII, but we went beyond that. Much more futuristic then you can imagine. I’m mostly proud of the battle system. It’s one of the most advanced system you’ve ever played. If you experience it for the first time, you will immediately be reminded of Final Fantasy XII, especially because you participate in a battle as a group. But, basically we have taken the best from the previous Final Fantasy instalments and put it into this one.

Why did you choose to replace the original theme song with a song from Leona Lewis within the European version? Wouldn’t have translating the original song been a better solution?
KITASE: We have tried to translate the original theme song, but the singer had difficulties with that. This is a new type of tactic, an experiment if you will. Why not use a different artist for every region? If both the content and atmosphere of the song would match with the game, then we would expect it will score better within that particular region. Square Enix as a company is thinking more and more internationally and localization plays an important part within that strategy.

Is that the reason why the Japanese language option with European subtitles isn’t available within the International version? That’s something the fans would really want…
KITASE: It’s because of the storage capacity. The Blu-ray disc has already been filled to the max due to the countless CGI-movies, so a version with both Japanese as well as English voices was impossible to realise.

I always thought a major pull of Guild Wars was that it wasn’t like other massively multiplayer online games.

It’s not just the GW used a more realistic art style than the dreaded juggernaut, World of Warcraft. Guild Wars was different because it was mostly instanced (which I think might’ve made it easier to break down new content into meaty packs that just added a massive batch of instances in new zones). Personally, I liked the way Guild Wars was because if nothing else, you could at least say it was different than everything else in some fundamental way.

But to hell with what I think. Here’s what Guild Wars 2 Lead Designer Eric Flannum thinks:

We use a lot less instancing than we have in the past. The game is structured much more like other MMOs, with the world consisting almost entirely of fully persistent areas. That being said, we have a number of different ways in which we use instancing. Dungeons, for example, are instanced areas designed for group play. We also use instancing very heavily in the players’ personal quest chain to reflect decisions that the player has made on those quests. For example, Logan Thackeray, captain of the Seraph, has an office located in Divinity’s Reach; his office is instanced because we need to update his status based on choices the player has made.

You can check out the rest of his interview (which includes World Designer/Writer Ree Soesbee and Environment Art Lead Dave Beetlestone) at MMORPG.com. Reading the whole thing definitely put Flannum’s quote in perspective and there’s some interesting tidbits about what else we can expect from the sequel to the MMO that will still always be a special snowflake in my mind.

Guild Wars 2: Exclusive Interview