Nouvelles en vrac en direct de l’E3 2005 !

Premièrement, je suis désolé chers lecteurs, mais je manque un peu de temps pour traduire les nouvelles ce soir. Voici pour les anglophones, et en attendant la traduction, les nouvelles intéressantes du jour.

Notre confrère Coner Vallore de TR Ogaming (qui est actuellement à l’E3 ) répond à quelques questions de joueurs, en autres sur les véhicules, les pouvoirs logos, les armes et les maisons ici (en anglais).

Premièrement, je suis désolé chers lecteurs, mais je manque un peu de temps pour traduire les nouvelles ce soir. Voici pour les anglophones, et en attendant la traduction, les nouvelles intéressantes du jour.

Notre confrère Coner Vallore de TR Ogaming (qui est actuellement à l’E3 ) répond à quelques questions de joueurs, en autres sur les véhicules, les pouvoirs logos, les armes et les maisons ici (en anglais).

Un nouveau texte en provenance de l’E3 2005, sur Tabula Rasa, est également disponible chez Gamezone, vous pouvez en faire la lecture ici (toujours en anglais).

Et pour terminer, MMO Radio a fait quelques interviews avec différents développeurs de NCsoft à l’E3 2005 (tel que mentionné hier) et bien sur l’un d’eux était Richard Garriott.

Voici le texte, en anglais, de l’interview, bonne lecture.

The Redesign:

The original game would have likely been in Beta testing now and seen release in the Fall. The redesign process has taken an additional six months. The real questions are what was changed and why... After careful consideration both Garriott and Long decided the original design didn’t quite meet their expectations. According to Garriott the primary changes have been to the look and feel of the game. What HASN’T changed is the rich backstory, principles, iconic language, and the real core of the game.

Gameplay:

Despite the very FPS look of the game players will not require super human twitch reflexes and aim to play successfully. Target locks will keep enemies in your line of fire and RPG style mechanics will calculate your accuracy and damage. That’s not to say the game isn’t action packed - one of the new design goals is to really convey the feeling of immersion in an epic battle. The entire game is designed to make *you* feel involved and allow you to play a key role in defeating the Bane. Unlike the vast majority of MMOGs currently available your individual actions will directly impact the game world.

The Worlds of TR:

Garriott’s plan is to ship the game with FIVE different Worlds. Each World differs not only visually but fictionally as well. Each will have its own epic ethical parables akin to the classic Ultima series. Moral dilemmas will play at least some role in how you interact with the various species you encounter.

Battlefields:

Within each of the instanced MMO hubs (known as “battlefields”) a war rages between the rebels and the Bane. An ebb and flow occurs as NPCs on both sides wage war for control of various objectives. The missions you undertake have the potential of tipping the balance by reinforcing your troops or weakening the enemy. Everything in the battlefields (like monster spawning) will respond dynamically to player interaction.

Quests:

Killing the bad guys will not be the only thing to do in Tabula Rasa. In fact for most missions killing is not the objective at all... An example Garriott provided involved getting inside a base. Learning the base is sealed you need to find the access codes. In order to get the codes though you must solve a series of mechanical puzzles. Along the way you will encounter enemies blocking your path and must fight through them. Part of the process, but not the main objective.

Solo or Group:

According to Garriott TR will be very “solo friendly”. While large groups will be possible they won’t be necessary. People who decide to play solo will be able to do so without falling behind those who choose to group.

Uniqueness:

With the vast number of MMOGs out there it’s hard for many of them to find their niche and stand out in the crowd. According to Long, TR will combine the fun and excitement of FPSs with the depth and story of RPGs, and place them in a MMOG environment where individual actions can directly affect the course of the game.

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