Age of Conan

Curse Exclusive: One-on-One Interview With Age of Conan Game Director!

Posted Jun 30, 2009 by DoranM
Filed in Age of Conan

 

Age of Conan has undergone some massive changes since it was first released, including a recent expansion dubbed Update 5, and we were able to have a sit-down with Craig Morrison, the Game Director and Executive Producer for Age of Conan, about these new additions to the game. Our interview touches on everything from the recent Update 5 expansion that includes the Tarantia Commons area, to strategies and development aimed at getting players back in the game. Craig provides excellent insight into the new expansion and what the future holds for the most savage game on the internet!

Here's a look at the our Curse Interview of Craig Morrison:

Who are you and what is your role at Age of Conan? 

Hello, I am Craig Morrison and I am the Game Director and Executive Producer for Age of Conan.

What are some of the Key Features in Update 5 that will appeal to players? 

I think there is quite a bit in there to be honest, and at least a little something for everyone. 

Firstly there is the revamp of the item and character statistics, some major changes to the classes with all the classes getting improved and updated feat tress that take into account the new system, a complete overhaul of the gem crafting system, a lot of new goals and additions for guild cities…and all that before we even talk about the content itself! 
 
Then we have the addition of new game-play content. This update brings with it a new outdoor playfield with associated dungeons in Tarantia Commons and is aimed at players 75 and above, with the dungeons aimed at level 80 players. The zone features a lot of quest driven content based around gangs inciting civil unrest in the commons district of King Conan’s capital city. Players are able to influence the unrest in different directions based on their actions. I think it’s turned out to be a really interesting addition to the game’s content and features some compelling new quest lines and encounters that the players will really enjoy.   

The content in Tarantia commons follows the various gangs and factions that live in the commons district of King Conan’s capital city. The area is wracked with civil unrest and disputes between these gangs, players will find themselves in the middle of this urban melting pot and will have to make some choices about which faction or gang they choose to help and whether they get involved in the unrest itself. 
 
Howard created a very real world for this universe and it is great for us to be able to dive into the some of the harsher parts of the world. Despite it being the seat of King Conan himself, the city has an underbelly. The commons district is a seedy and dangerous place where everything is cast in a moral shade of grey. This isn’t your clean ‘black and white’ battle between good and evil; it’s a tale of survival on some very dangerous and bloody streets! 

Let's say I played the game originally, and left for some reason. What has been done since the early days of release that might entice me to come back and what direction has the game taken since I left?
 
 
I think that depends on why they left in the first place, but we have tried to cover all the major areas that we received negative feedback on at launch.  Earlier in the year we summarized it for the interviews I did at GDC in San Francisco and I think that list is relevant here. I actually found it quite hard to distill it down to a single page, so the short answer is that a lot has been done, the longer answer breaks down into quite a few areas!

  • New Content We have added countless hours of more content through updates such as Ymir’s Pass – the largest playfield yet that comes with an entirely new storyline inspired by the classic Howard tale ‘The Frost Giant’s Daughter’. Then you have Xibaluku, a new end game dungeon packed with dynamic and engaging boss encounters for maximum level players. In addition we have added countless more quests and rewards to the game for players of all level ranges. The launch dungeons have also been revisited, revamped and generally improved to provide new and more interesting game-play and rewards.
  • Enhancing PVP The world of King Conan is a brutal one and we have made sure to focus on building on the games PVP offerings. One of the key elements that players reported enjoying in the game was the ability to be part of a bloody and exciting game-world and we wanted to build on that. Not only have we added a full PVP leveling system, with a host of rewards we build upon this with a full PVP consequence system that adds a true meaning to PVP combat and allows those that would tread a darker path to actually become criminals based on their actions, opening up a whole new game-play experience.
  • Improved Sieges Building on the desire to have truly meaningful and engaging PVP in every update we are continuing to refine, add to and improve the Siege warfare PVP elements. We are striving to keep adding new features to make guild vs. guild game-play matter more. In the most recent updates new PVP specific resources required to build and repair battle-keeps have been added. These resources must be fought over between players, and can be looted from vanquished foes corpses, adding more intensity and drama to the siege experience.
  • Stability and Performance Our technical team has been hard at work ensuring that there are constant improvements being made to performance and stability. Framerate has been increased on a wider range of computers, memory leaks have been corrected and bugs have been ironed out making the game-play experience a lot smoother and stable for the user.
  • General Improvements The big main features always get the headlines and previews, but we have also gone to great lengths to ensure that the smaller points and general polish also get some care and attention. A huge amount of general improvements and enhancements have been made, some small, some larger, but all combining to provide a better Age of Conan experience. More travel options have been added, more voice-overs, a new friend interface, the raid interface has been improved, a new GUI options mean it’s now easier to locate and get into PvP mini-games, tradeskills have been improved, loot rewards have been re-distributed, vanity pets are available as a special reward for those who adventure through the new Xibaluku dungeon… and the list goes on! These changes may never be in the spotlight but they all contribute to improving the experience for players each and every time they log in

A recent video of Tarantia Commons

Tarantia Commons looks amazing, what went into it's development, how many people, how long, tell me about the bloody fist-fights over making sure the right content went into this expansion, we love nity grity.

You know, to be honest we tend to avoid any fist fights! The team work very together and I’m really proud of how well the Tarantia Commons experience came together. In this case it was knocking around for some time, and several different members of the teams were involved at different stages.  

In all, I would guess that when you count in the artists, designers, scripters and testers involved it is probably well over a dozen people across several of our teams. Building an entire zone is something that calls on all the different disciplines involved in the development. Parts of the play-field design were done before the launch, but we had to push it to one side for a while to work on other areas before focusing on it again with a smaller part of the team since late last year.  

The hardest challenge I think was probably the dynamic nature of the riot events in the Commons. With quests and tasks that allow the players to interact with the outcome of the riot it was a real challenge for our scripters to account for all the possible permutations. It would be hard enough to get something like that to work in a single player setting, that they managed to have it work in a multiplayer setting was really an accomplishment I think they should be proud of. 

Likewise a lot of thought went into how to best use the urban setting, which lead to the rooftop game-play and the very distinct factions that exist in the playfield. The designers went to great effort to give each faction a specific look so that players could identify the various factions very easily. I think that element worked out really well. Being able to loot some elements of their actual costumes from the specific factions was a nice additional touch as well. 

Overall I think everything came together quite nicely to provide players with a really engaging and interesting area that offers something a little different.
 
What are some of the things, in your mind, that really stand out about Tarantia Commons? Say I've got one day that I'm able to explore the area - what are some things that I just shouldn't miss out on doing?
 

I would say make sure you try the Crow’s Nest group dungeon. There are some really fantastic boss encounters in there that I think are really good fun to play through. I am always one who really likes the boss encounters that are memorable and fun, that present their mechanics to the players in a different way. I think a couple of the bosses in this instance fall into that category and leave a good ‘that was cool’ impression.  

I think the dynamic nature of the civil unrest in the playfield and the riots are a really cool touch for players. That they can influence a zone wide event by their actions, even competing against each other adds a really cool element to the game-play. Whenever you set foot in the Commons district the current situation might be very different, I think that makes for an interesting dynamic for the players.   

Are there any future enhancements to Guilds, the Guild System, or the areas given to guilds? 
 

Yes, the guild functionality will be something that is about to get a major focus. There will be a key new feature of the next update cycle that is built around improving guilds and their role in the game. We will be discussing this in a lot more detail as soon as we are done with the current update cycle. It is definitely an area that we want to focus on and improve over the coming updates. 

What does AoC have planned in the near future, and long term, specifically to bring players back into the game so they're able to experience the amazing enhancements, new content, and all the hard work you guys have put into it?
 
 
I think in terms of what players should return for there will be reevaluation offers starting in the near future, and there is already the free trial available for people to come back and try it for themselves. 
In terms of the future the focus for the next update cycle is really in three main areas.

The first focus, and the major feature addition, for the next cycle will be additional features in guild game-play we have just mentioned above. As we have mentioned before one of the major focuses for this next set of content is improving our guild functionality and the purpose and role of guilds in the game. I will explore this in more depth, and reveal a little about the direction these changes will take, in the next community letter. 

In addition we will have new content as we move on to looking at the addition of new high level content for both groups and raids in the majestic halls of the House of Crom. The team is preparing some really fantastic game-play suitable for such an epic location. Continuing to add even more high level content is an important goal for us and this location plays a huge part in that. As the next major content addition you can look forward to hearing much more about this over the summer months as we prepare the challenges and encounters that await you in this most imposing and deadly of dungeons. 
 
Then we also have the ongoing task of adding more goals and objectives to the Borderlands PVP play-fields. This is something that we are busily planning and working on already and hope to be able to add to over the course of the next update cycle. 
 
What do you have planned to entice new players, will you go after existing MMORPG players, or new, or both - what's been discussed and what elements of the game will you highlight to attract these players? (I know this and the previous question are similiar but I'm looking for more of a difference between how you approach NEW players and players who have tried the game previously)

 
I think in that regard the things that attracted people to the game in the first place are still attractive to potential new players. We have a game-world and setting quite unlike anything out there. It is darker and more brutal, a truly mature setting and everything that comes with that. I think it also looks absolutely amazing and the team did a fantastic job realizing the world first described by Robert E Howard in the Conan stories. Then you have the combat system that was very well received and outside of the issue people did have at launch, people did react well to the more involved and reactive nature of our combat, again I think that is still very true today and great draw for the new player. Likewise the start of the game, the very story driven content in Tortage Island was also very well received and I think is a great experience for an arriving player. 

 

When you then throw in on top all of the issue we have addressed over the last year I think we do have a fairly unique and compelling offering for new players.
 

Thanks Craig for your time and good luck with all the exciting news for Age of Conan!

 

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