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1. General Knowledge
1.1 What is a FAQ?
Simply put, it’s a collection of knowledge related to a specific subject. The abbreviation FAQ comes from "frequently asked questions". As such, this is where you should be able to find a lot of answers without making a new post or searching in the forums. This FAQ will be periodically updated as time goes on.
1.2 What is an MMOG or MMORPG?
These abbreviations refer to Massively Multiplayer Online Game or Massively Multiplayer Online Role Playing Game respectively. They are both games which take place specifically using the Internet as a medium. They generally involve a PSW (Persistent State World) though in recent times some games in these genres have moved to a more heavy use of instanced (non-persistent) content. The difference between an MMOG and an MMORPG is that generally in the latter there is more focus on the development of an avatar (character or alter ego) than in the former. Both involve large numbers of players (typically in the thousands) participating in the same game simultaneously. MMOGs and MMORPGs are often social and competitive at the same time.
1.3 How did the genre come to be?
The MMORPG/MMOG genre has roots in the old text-based MUD (Multi User Dungeon) games which came into being first in 1979! Written by Roy Trubshaw for DECsystem-10s, the first was called, aptly: MUD. Richard Bartle worked with Trubshaw on later MUD versions and has often been described as the "father of MUDs", though the partnership could better be described as the "parents of MUDs" for the sake of accuracy. (It’s like the Gygax/Arneson debate in pen and paper RPGs, they both contributed yet Gygax is often known as the creator as Dungeons and Dragons despite the partnership which existed at the time.)
In later years there were different versions of the same "type" of game created. Some of the most famous were LPmud (Written by Lars Pensj, and featuring a C-like extension language that you could code almost anything in) and DIKU (developed by a team from the University of Copenhagen, and arguably the most popular codebase for future derivatives; and including most MMORPGs) though there were many others.
Specific influences on the MMORPG genre can be found in Sojourn/Toril and Legend among others. Notably these are both DIKU based MUDs, and many of the design principles of DIKU can be found in modern MMORPGs. (Such as recalling to your home point, warriors taunting monsters, and much more.) In essence, those text games and the people who played and developed them have paved the way for our modern graphical MMORPGs.
As a note: we also have a few "old-school" mudders on staff. You never know what effect that could have . . .
1.4 What is The Chronicles of Spellborn?
The Chronicles of Spellborn (TCoS) is an upcoming MMORPG. It is being developed by Spellborn International Ltd. Essentially TCoS is a game in which players choose to assume the role of a hero in a post-apocalyptic dark fantasy world.
TCoS takes place in an original world of mystery and adventure. The struggle to rediscover pieces of a shattered world is central to the story. Players can take part in the intrigues of their High Houses, explore long-forgotten places through Ancestral Quests, and become a part of an evolving story and world.
1.5 What makes The Chronicles of Spellborn different?
While TCoS shares aspects of gameplay which may be familiar to individuals who have played other MMORPGs, we have focused on designing a game which looks, sounds, and (most importantly) plays differently.
You can see it in the art style: a balance of realistic vs. cartoon fantasy. This is the "European Style" we’ve aimed to attain as conceptualized by Romano Molenaar and Chris Evenhuis. The entire art and level design team has adapted everything from models and objects to textures and lighting to create a fantastic world in an original style. There’s no single other game which shares this particular blend of styles.
We’ve got an entirely original score composed by Jesper Kyd who has been critically acclaimed for hit work on titles such as the Hitman series. Complimenting this, we’ve taken a subtle vision of ambient sound and turned it into what sounds like a world. Samples of the most otherworldly and yet oddly familiar sounds have been crafted with care to further mold the way you perceive the environments.
Our philosophies in design and game play have been focused on a goal: easy to play, difficult to master. We don’t want to make a game so difficult to get into that nobody will take the time, yet at the same time we don’t want boredom to ever set in. While this is easier said than done, we consider this to be the ultimate measurement of our work, and we take it very seriously. In addition to this here’s a short list of interesting game play elements: PvP combat on varying levels with a measure of skill not present in any other MMORPG, no more "fire-and-forget" play where you go let the dog out while fighting, the ability to influence the world and unlock new content with your House while competing against others, in-town statues of characters which can be won in multiple ways, . . . and that’s just a few.
1.6 What is Spellborn International Ltd.?
Spellborn International Ltd. is a company which was established in 2004 to develop The Chronicles of Spellborn. The company is privately owned and funded, and is made up of many gaming industry professionals as well as those drawn from other sectors to accommodate the development and release of this massive undertaking.
If you are a game site administrator, please use the name Spellborn International Ltd. as the developer for The Chronicles of Spellborn.
1.7 What will it cost to play?
We have not made final decisions about the cost to play. There will be a retail fee for the original purchase, most likely in line with standard PC titles. In addition, it is likely that we will go with the industry standard of paying per month (or 3, 6, 12 months) of play. We are investigating alternate payment plans, and should any of those be feasible we will offer it in addition to this standard.
Payment options for a monthly subscription fee have also not been finalized. It is likely that we will provide multiple options, and that a credit card will not be the only method of payment. We realize that not everyone wishes to pay in this manner, and will be working out details for these users as well.
1.8 Who was the game made for?
It would be simple to say everyone and leave it at that. However the fact is, no MMORPG appeals to everyone, as people are simply too different. We’ve made it our goal to create an interesting, fresh game. We have aimed it at both new as well as experienced players. With the changes to the "traditional" methods of playing an MMORPG which exist in TCoS, we’re hoping to appeal to people seeking something new.
There are many other MMORPG titles on the market, with any number of high-quality offerings still in development. It is our firm belief that the genre is growing (explosively in fact) and that we’ll be able to co-exist with our "competition" simply due to the combination of this growth as well as our unique ideas.
The Chronicles of Spellborn should appeal to those seeking a game in which the players’ skills play an important role. Our combat system is active, and the furious nature of these conflicts should interest those looking for a bit more excitement in their daily dose of gaming. While this style of game play may not appeal to all gamers, it is something which was lacking adequate representation in the MMOG world and should serve to fill a void. As many of our staff members are avid gamer in different genres, we have mixed elements to create a hybrid which plays quickly and builds excitement, while possessing all of the richness of a well-crafted story.
In addition, TCoS is a world which a rich storyline, ripe with opportunities to live inside an evolving world. Players interested in making a difference will find themselves at home in the struggle to forward their High House. Those wishing to take up arms for their cause will be able to make an impact on their environment. While members of other Houses may be friendly in general, all bets are off once Houses come into conflict. This mix of cooperation and competition makes for a complex, yet exhilarating combination. No longer are you stuck with being "good" or "evil" . . . you will be a member of one of five differing factions all working together yet apart in order to bring peace to your civilization.
With the ease of play we’ve built in, there will be ample opportunity for neophyte players to learn about the world and the game genre, while experienced players will find a depth of game play that offers true opportunities to master the experience. It is our firm belief that an MMORPG must offer something special to a broad group of players in order to be successful, and we have designed TCoS from this perspective. We have, however, focused on very specific systems, meaning that these elements will be at the forefront of the game.
If you’re a fan of any of these genres, TCoS may very well be of great interest to you: Single Player Roleplaying Games, Pen and Paper Roleplaying Games, Massively Multiplayer Online (Roleplaying or not) Games, First Person Shooters, and Adventure/Puzzle Games. If you’re not a fan of these genres, the mix of elements we’ve created may just tickle your fancy as well!
2. Beta Testing and Release Schedules
2.1 How long has the game been in development?
The game was concepted in 2004 and began development soon after. The team has been expanded over 2004-05 in order to achieve project milestones and continues to grow on a regular basis. Talented individuals are always encouraged to contact the team with their portfolio as a result.
With a early Q4 2006 release planned, the development cycle for TCoS is noticeably shorter than for some other MMOGs. One of the reasons for this is the fact that we did not design a game engine, but rather licensed one. As building an engine can add a year or more to the development of a game, we've saved a considerable amount of time by making this decision. Working with Epic to modify the Unreal 2.x engine has been a very positive experience as we received a robust, flexible engine and have used that as the basis for our own technological enhancements.
Other development teams are larger. Other games have been in development longer. Our goal is simply to take the game to a new level in the MMO world, and we're not concerned with what it takes: we're just doing what it takes to achieve our goal. The only thing we're concerned with is making something truly enjoyable to play, and so far we've been successful. In the end we expect the development cycle to be less than 3 years in total.
2.2 What stage is The Chronicles of Spellborn in now?
We are presently conducting our International Closed Beta, having begun this phase of testing at the end of November 2005. The focus of initial tests has been tight (basic system testing in order to isolate specific aspects of the engine which might otherwise be overlooked), and the number of testers limited. We have recently begun to work towards a larger test pool and will be expanding the scope of testing as well.
2.3 What is the planned schedule for the Beta period?
Having entered Beta testing, we have regularly expanded the scope of the tests as well as the number of participants. While we do not have fixed numbers of testers planned, you can make the assumption that the total we require will grow relatively rapidly throughout 2006 until release. Our internal milestones have dictated the flow of new testers into the game, and during the International Closed Beta it is possible that we will make extreme changes to systems as we balance. Character wipes may very well take place at intervals as balancing progresses. The expectation during the Closed Beta testing is that we will be making notable changes and closely working with the Beta community (as well as the community as a whole) to tune the game into a cohesive, enjoyable product.
In late Q3 2006 we plan to begin an Open Beta period. During this time relatively large numbers of testers will be given access to the game. This will allow us to "rehearse" for our release, as well as test hardware on a larger scale. The word "Open" refers to the fact that at this point we will be removing our NDA (non-disclosure agreement) and that people will be allowed the freedom to discuss the game with players outside of the Beta. Until that time, all breaches of our testing NDA will be met with direct and immediate action. The Open Beta period is expected to extend all the way until the release of the game. During this period the focus will be on any remaining large-scale issues we find, and the game should feel relatively "ready" to be played.
2.4 How will testers be selected?
A combination of factors will determine who we add to the testing process. Friends and family members of the development team will be taking part. Contest winners from around the web will be joining. (Please note that we guarantee closed Beta accounts to winners, however we will be looking at their applications to determine when they best fit the planning.)
In addition to this, long-time and contributing community members will be asked to join. The criteria for this is specific to the individual, and may be due to a variety of factors. In general people we deem to add positive energy to the community will be given these spots at some point during the process. (Please note that criticism, when constructive and intelligent is something we feel adds to the community and is considered a plus.) As testing goes on, newer members who have also shown an interest and who contribute positively will also be identified and asked to join.
Further, we will be looking at beta applications based upon the criteria we laid out in the form itself. In some cases we may need specific hardware, in others we could be looking for high or low interest in one area or the other. And of course we will be looking at the written responses for interesting thoughts.
2.5 When will the game be released?
We are planning to release TCoS in early Q4 2006. The initial release will be followed by additional markets as deemed appropriate. The market(s) planned for release have not been finalized. Once plans for release have been finalized, more information will be made available. Timing of international releases is something we’re considering carefully in any case.
2.6 Which languages will be supported at release?
We will support English as the development language as well as provide localizations for French and German. The international community has been very supportive of the game, and we plan to further expand with languages in the future as they become viable. Further details regarding localizations will be announced when decisions are finalized.
2.7 Will there be regular expansions released?
Our take on the growth of a game is that it should be perhaps more organic than many current offerings. We’re aiming for a somewhat "appropriate" level of growth in terms of the game world. The goal is to provide a steady flow of gameplay and content from the time people log in for the first time after release, through the days, weeks, months, and years which follow. A great deal of attention has been paid to this ideal, and the game is very much designed from the conceptual level up to support this philosophy. We’d like to maintain a cohesive game universe, and part of that is avoiding the syndrome of changing fundamental aspects of the game as a result of releasing updates. (New things are often good, but doing something different at the expense of your current game is not fun!)
In any case, the tip of the iceberg is all you will see when you first begin to play. Over time we have a large pool of history to draw from (thousands of years of it), and an enormous number of places to be added to the game (a shattered world full). In a sense, the players will be determining much of what happens. Decisions made by the playerbase can and will affect what parts of the game they uncover. This will certainly include new content as the past is relived and the future is revealed.
3. The world of The Chronicles of Spellborn
3.1 Where does the game take place?
While most MMOGs exist on a world, or multiple worlds, ours has a different atmosphere entirely. The current civilization of which all characters are a member is built on hollow rock-realms known as Shards. There are multiple Shards known to the population of this civilization, called the Enclave of the Five Sacrifices. Two of these Shards are heavily populated, while the other two have been settled to a point, but have a much more "frontier" feel to them.
Other Shards, both small and large, float within the confines of the magical Deadspell Storm. Some are known to a few of the Enclave’s elite, while others are almost certainly myths grown out of the struggle to survive in the aftermath of the war which sundered the Ancestor World.
3.2 Within this setting, what genre best describes TCoS?
The setting itself lends itself to a darker fantasy, as well as to a bit more swords and sorcery feel than other games. Elven wizards in flowing robes accompanied by dwarven warriors and their nimble gnomish scouts are the stuff of far too many other games. While the team loves and respects great works of fantasy such as The Lord of the Rings and the like, we’ve stepped away from the common ideals populating the MMOG market.
Politics and a character’s relationship to civilization play a major role in TCoS. The skill of a warrior means everything, not what type of weapon he chooses to wield. The conflict between the Enclave and enemies outside of the civilization builds a tension and purpose. House rivalries and alliances influence guilds which may be friends one day and face each other on the field of battle the next. The atmosphere is not "good vs. evil" . . . it is centered around a complex society which aims to expand into the unknown.
A little wild west frontier exploration, some political intrigue, a shattered world full of hidden secrets, and a rich past waiting to be relived make The Chronicles of Spellborn something new and exciting. Veteran fantasy gamers should find joy in a new take on things, while those who are new will be greeted by a wonderous world combining elements of films, fiction, television and the real world which they can identify with.
3.3 How large are the Shards?
Each shard varies in size. While some are relatively small, others are quite large. Within each Shard there are also areas to uncover and explore. This allows for more of a feeling of depth rather than breadth. It is by delving deeper that one uncovers the full spectrum of what TCoS has to offer. The largest advantage to this is simply that travel times in the game are relatively low, allowing you to spend more time playing and less time running around.
3.4 Does the game only take place within the Shards?
Not at all. There are bits and pieces of the past which must be explored in order to open up new opportunities. An ancient being called the Oracle has the power to grant visions of the Ancestor World before the sundering. Through sharing these experiences, the citizens of the Enclave will rediscover their heritage. Once enough of the members of a High House have attained sufficient knowledge, the Oracle has promised to show them the paths to navigate the Deadspell Storm safely to a new Shard.
The visions of the Oracle provide an even larger universe to explore. Brave citizens who take on these challenges will find fascinating places which have ceased to exist. These places offer excitement and adventure, as well as the opportunity to aid one’s House in the struggle for power within the Enclave.
The Deadspell Storm itself offers adventure. Travel between Shards can be dangerous. Shardships are often attacked or lost within the perilous miasma. Nonetheless, adventurers must often enough brave the Deadspell in order to reach other Shards.
3.5 What exactly is the Deadspell Storm?
The Deadspell is a region of powerful, uncontrolled magic. It can be best described either as "space" or a vast "ocean" in terms of the real world. It if full of hazards, and difficult to navigate.
The Deadspell Storm originated at the end of the War of the Eight Demons and is thought to have caused the destruction of the Ancestor World by some, while others believe that it is the result of the destruction. It is possible that the Oracle knows of the truth, however this knowledge has never been shared with the citizens of the Enclave.
3.6 What is the Enclave of the Five Sacrifices?
The civilization of humans and daevi which survived the destruction of the Ancestor World is known as the Enclave of the Five Sacrifices, or simply: the Enclave. They have occupied parts of at least four Shardrealms, including Quarterstone, Parliament, Ringfell and Mount of Heroes. Of the four realms, only Quarterstone and Parliament can be considered truly controlled, and even these Shardrealms hold dangers within them.
The Enclave is an alliance of five High Houses. The political balance is relatively stable, however the Houses vie with each other for power on a regular basis. Though outright violence in the city streets is shunned, the Arena and wilderness can oft be seen full of conflicts between the Houses, as well as guilds, groups, or individuals.
The citizens of the Enclave believe in cooperation, as long as it furthers the ideals of their own allegiances. As a result they form a united front against external threats. Once a threat has been controlled or mollified, the political infighting (as well as the real combat at times) becomes intense. While terms of good and evil mean little, who your allies are at a given moment is of the utmost importance.
3.7 What is the landscape of the game like?
Each Shard is different, having come from a varying landscape which is no longer whole. There are cities and villages, deep and forbidding wildernesses, desolate wastelands, and imposing mountains. Each Shard is a pocket ripped from the ancient lands of the Empire of the Eight Demons, and has it’s own peculiarities.
In addition to the present world, adventurers may find themselves in the past, reliving events hundreds of years old. The Ancestral Quests offered by the Oracle place participants in the ancient world. These landscapes are vastly different to the Shards, and offer a familiar yet alien feel.
The goal in design was to provide an interesting variety of places to explore and adventure in. With the prevalence of the Shards in the Deadspell as well as the entirety of the Ancestor World as material, we have ample material for near limitless development of new and interesting environments.
3.8 Will all players be located on the same server?
We will be hosting multiple servers in order to accommodate the playerbase. The nature of our game (which involves finite Shard real-estate mixed with instanced Ancestral Quests) makes it unreasonable to place extreme numbers of players on a server, and as we expect to exceed what we’ll eventually consider our "population threshold" during beta, it will only make sense for us to host multiple servers for release.
3.9 How many players will be on a server?
During our Open Beta phases we will be making determinations as to what our ideal number of accounts per server (a.k.a "population threshold") will be. At this time it’s difficult to say how many people this will be, however we expect that the numbers will be in the region of 2,500 to 15,000 accounts per server. The broad range is simply indicative of the fact that we have a lot of testing to go through regarding how crowded or empty a server will feel with a certain number of active players.
Our network and server technology has been designed to handle a large number of players, but the most important measure will be the availability of content and of the allies to experience it with. This balance will be aimed at making sure there’s enough to do while having people available to do it with. In any case, we will try to ensure that we spread the population of the playerbase evenly across the available servers (players will be given an indication of which servers are suggested in terms of population), and will monitor them closely as the game matures.
3.10 Will there be random quests or encounters?
The short answer is no. The long answer is that we’ve taken the care to carefully craft a cohesive world (despite it existing in a shattered state) which we feel needs to "make sense" in a way which random content cannot. The element of randomness will of course exist as a result of the actions of the players themselves. The NPC allies and enemies of the world will be designed from the ground up to provide a story which is compelling in depth and scope.
While random elements in an MMOG provide a certain "replay value", it has been our experience that frequently random quests and instanced encounters become "old" after a period of time. As such we chose to focus on fixed content over a kind of "adventure generator" idea.
3.11 What were some of the inspirational sources for The Chronicles of Spellborn?
A great deal has inspired the development of the game and world. Films such as Labyrinth and The Dark Crystal as well as wonderous tales such as The Dying Earth by Jack Vance or Larry Niven’s The Magic Goes Away have contributed to the mystery and atmosphere (which is at times very fairytale-like) of the game. Sword and Sorcery works such as the Conan stories of Robert E. Howard (and more recently Robert Jordan), the Stormbringer Saga by Michael Moorcock, or the tales of Fafhrd and the Grey Mouser from Fritz Lieber have had a clear impact These books lend themselves to the feel of skilled individuals making their own adventure in incredible worlds full of danger and unknown power. More contemporary fantasy writers such as Steven Erikson (The Malazan Chronicles) and George R.R. Martin (A Song of Ice and Fire) have drawn influences from these Swords and Sorcery roots, just as our game has.
In terms of the visual style of the world, we have a great deal of comic-book influence in TCoS. Both of our primary concept artists (Romano Molenaar and Chris Evenhuis) have worked in the comic industry, and their experiences have led them to create a fantastic style which is "European" in nature. Perhaps a bit "less realistic" than American works, yet without the same sort of stylized and exaggerated features found in Asian styles, this concept has become the focal point of design for models as well as environments. With an eye on avoiding the "overly realistic" they have created a believable fantasy world without turning it into a festival of bright colors and absurdly rendered models.
In addition to these aspect, we also have an experienced sound design team including industry favorite Jesper Kyd which has worked to bring a more "natural" feel to the world. Through the use of scoring and ambience, the "music" of the world will be a step away from the looping soundtracks often found in games. These ideas have been inspired by films, music and games as well as simply listening to the way our world itself sounds. The team’s goal has been realized through heavy use of ambient tracks and subtle and poignant periods of varying mood tracks.
4. Game Features
4.1 How detailed is character creation?
Our intent with the character creation system is to provide people with a relatively unique character upon completion. There are two races and each race has multiple body types to choose from. Clothing/gear is highly customizable, allowing you to choose what is essentially the exact same character looks as another person, yet by wearing different clothing you have a wildly different appearance.
In addition, the color palettes available for customization are exceedingly broad. You have a great deal of control over your skin color for example. Things like tattoos can also be chosen in order to add more differentiation. In the end, it should provide you with a character you are pleased with, and who looks like an individual.
Further, you can customize your skills to a cetain extent even from the start, so it is the case that not every new character can do the same things. This customization forms the basis for the entire skill system, and becomes more complex over time. The goal is to allow players to decide what they want to do, and not force them into an overly-defined mold.
4.2 How does the skill system work, and do levels play a part in TCoS?
The game is level-based with skill customization. While growing in power (level) grants you new abilities, not every individual is "stuck" with the same choices. The way a player enjoys playing should be catered to with the skill deck system.
When you receive choices of skills, you will need to decide which ones your character will need. By putting together a skill deck you have a finite number of choices of which skill to use at a given moment. Should you choose to set only offensive melee skills in a given tier of your skilldeck, you will only have the ability to use melee attacks when that tier is active. The number of skills available in a given tier as well as the number of tiers available in total will increase as a character goes up in level.
Skills are level-based in general, thus they tend to gain power over time. While this means that in some cases you will want to use "old" skills, newer skills may have clear benefits, particularly in certain circumstances. Skilled players will learn quickly that it is advantageous to adapt their skill deck to the task at hand, instead of always treating combat the same way.
4.3 Will there by PvP combat in TCoS?
There will without a doubt be more than one type of PvP (player vs. player) available within the game. We will offer the ability to engage in arena battles (which, to be fair, should be seen as far more exciting that typical arena fare in other MMOs as we’ve taken measures to make them more interesting) as well as PvP during other times. The exact scope of PvP will be tested in Beta and may be server-dependant upon release.
We realize that some individuals have a great deal of animosity towards PvP systems. This is one of the "sticky points" for MMOGs, and it’s not something we take lightly. In any given discussion you will hear people screaming for "full-PvP" as well as those who claim to never need to engage another player, and who fear "griefing" will be prominent in any game with PvP. We have designed the game from the ground up with the intention to include PvP. As such it is not an afterthought or a second priority. It will be balanced as such, alongside PvE (player vs. environment) combat.
The most important thing for us in designing the role of PvP in the game was simply to make it have a reason. There’s no point in killing people for the sake of killing them. That’s an artificial thing which can only happen in a game. In reality the people playing those characters would most likely shy away from most fights, let alone shootouts. As such, we wanted to provide impetus to actually want to engage in PvP when appropriate. In addition, we wanted to make a reasonable system which penalizes inappropriate and asocial behavior. These things being present make the PvP aspects of TCoS far more "livable" for the majority of players.
4.4 Will the game be easy, hard, or somewhere in between?
The goal with TCoS was to make a game which is accessible but which won't become boring, and rewards skilled play. Players new to the genre should be able to learn as they go, and not have too much trouble learning the system. More experienced players should find that after a short period of adaption to the way the game plays they're able to further increase their skill and remain challenged throughout the experience.
The motto of the team when designing the systems and content has been: "easy to learn, difficult to master". We've tried to hold true to this in every aspect of play. While there will be challenges, we're not trying to make a game which is so frustrating, only dedicated players could ever hope to truly make a difference. We want day one to be enjoyable, because honestly there's not much point to playing a game unless it's fun!
Higher level play should remain challenging due to the need to work together as well as against each other in order to advance. With multiple levels of competition, the game should remain challenging and enjoyable. One day may be dedicated to playing a few of the tavern games in order to challenge for a spot on the leaderboard, while the next could consist of an arena battle with your guildmates to establish control of a shop. The next day you might find yourself working with your opponents from that battle in order to bring further glory to your High House. This complexity is designed to become second nature to players of TCoS, and is one of the most compelling features of the game.
4.5 What types of factions are there in the game?
The most important faction a player will need to pay attention to is their High House. Each of these houses is trying to exert as much control over the civilization possible, and the players make a difference from the beginning in how much power their House gains. As well, characters may advance within the political structure of their House should they prove worthy.
Further, there are various groups of NPCs which are hostile or friendly. These groups may be organizations within the Enclave as well as outside of it. Some will be natural enemies to the characters as they explore the world, while others may have rewards of their own to give out should a character please them.
4.6 What about good and evil in the world?
The concept of good and evil or even alignment is something which doesn’t translate very well into real life. As it’s such a general thing which can vary by perception, it’s not an issue in TCoS. To the enemies of the Enclave, it may be "evil" to seek to expand into new Shardrealms. To the Enclave’s citizens, the evil may come from outside in the form of those who oppose their fight to expand and survive.
TCoS has a complex history going back thousands of years. This history exists to be uncovered and relived, and affects the present and the future of the world. Though the overloads of the Empire of the Eight Demons may have found the rebellious Houses evil, those houses themselves felt that there were fighting against an evil oppression. So there are no clear lines of good and evil present, only what has happened, what is happening, and what may come.
4.7 What will the death penalty be?
At this time we have no plans to penalize death. There is most likely to be a "travel time" penalty of some short amount (assuming you wish to return to the location you died at, which will not be an inherent requirement), and the obvious failure to achieve what was attempted. (It’s already bad that you died and did not manage to defeat the encounter which killed you.) Instead we intend to put a system in place which rewards good play and not dying.
This system will provide benefits over time for those who play in a skilled manner and who are capable of surviving. A short period of time will provide minor benefits, while a longer period of time will provide greater benefits. In general it will be quite desirable to survive and to be cautious, as the benefits gained will be noticeable.
This system is something new to the genre, and as such will be heavily playtested and balanced in Beta. Should this not work as intended, we will consider a more traditional death penalty.
4.8 What is the importance of the Spellborn Scrolls in the game?
The scrolls are one of our methods of revealing to you the game world as well as some of it’s features. We have chosen this method in part because the history and storyline of TCoS is such an important part of the experience. It is our intention that the lore be available to those players who choose to seek it out.
In the game knowledge truly equates to power and status. Those who have experienced more of the world of the present as well as relived the past will be highly regarded in the Enclave. Not all questions can be answered easily, and those players who pay close attention to certain story elements will be rewarded.
In short, the story of TCoS is not simply a backdrop, it is something which players should be able to take part in and influence. While this may make little difference to some, others may find that this fact is what brings TCoS into the spotlight for them. A rich history waiting to be relived combined with an exciting present and an uncertain future will make for one incredible adventure after another.
4.9 In the game geared more towards solo or group play?
Without a doubt it is a story which encourages interaction with others. MMORPGs are social games, and TCoS is no exception. With the multiple levels of advancement inherent in the game, contributions made by individuals help the groups as a whole. Working together will be the only possible way to accomplish some goals within the game, and in some cases this will require large numbers of players.
That said, we did want a game which allowed advancement for those who don’t always have the time to dedicate to working with others. There are plenty of opportunities for those who would like to solo to enjoy this style of play. While certain things will remain difficult or impossible to accomplish solo, advancement of one’s character is not tied to a group. There will be quests which suit individuals, as well as encounters that are well matched to the solo player.
4.10 Will the UI support custom scripts? Will it be customizable?
The UI in our game will not be as flexible as in certain other MMOGs. Our reasoning behind this is quite simply that we wished to draw focus to player skill rather than how good someone’s modifications were. In certain other titles there were very clear gameplay advantages to specific modifications. It would make balancing the game more difficult if we were to allow the depth of customization which other games have,
We will allow players the ability to modify the way they view things to a certain extent. Anything which gives a clear advantage to players will be avoided in this customization. The game should be about playing, not tinkering with your UI. Scripting tools will not be supported as a result. UI customization will be achieved through a menu system.
4.11 Will there be alternatives to the text chat system?
Voice chat has become increasingly popular in MMORPGs. This issue is difficult for us to resolve, as it does provide a gameplay advantage for those who wish to utilize it. However it is also something which not all players choose to use even when it is available. For some it is immersion breaking, and for others it is simply not possible. (There are players of MMOs who are deaf or mute, something not always considered by others when they discuss this issue.)
As a result of many factors we will not be offering built-in voice communication with the game. We are also not making any judgements regarding those who choose to use this technology or not. In the future (after the game has been released) it is possible that we will consider providing integrated voice support, however there are no current plans to do so.
5. Player Characters
5.1 What races are available for PCs?
The game allows a choice between human and daevi. There are relatively minor differences between the two racial choices aside from appearance. The history of the two races is quite different, however.
Humans were a servitor race under the ancient regime, and were used in all kind of labor. They were servants as well as warriors who were used against rival armies. This use brought five of the human armies into open revolution against their overlords. In the current civilization they work together with the daevi descendants of their oppressors to forge a new order out of the shattered chaos which resulted from this ancient conflict. Humans appear much as you would expect. They have varying body type and skin tone just as in the real world.
Daevi are indeed the descendants of the higher classes of the ancient Empire of the Eight Demons. Their ancestors were primarily members of the forces sent to quell the human uprising. These daevi were forced by necessity to work with the surviving humans after the destruction of the Ancestor World. Over time this has resulted in the two races having mixed views of each other, though they tend towards positive relations. In appearance, they are somewhat similar to humans. They tend towards more alien skin tones and have rather distinctive horns as well.
5.2 Can I make any kind of character I want to?
Within reasonable limits, yes. We have a very broad range of appearances that should appeal to just about anyone. If you’d like to be bald, no problem. Huge as well? Also not an issue. Carrying two swords? Check. Wearing armor only on your legs and arms, leaving that massive chest bare? Sure thing. Why not add a tattoo while you’re at it?
We’ve also got a very flexible system of class-based skills. If you’re interested in focusing on your long-range attacks that’s absolutely possible. Prefer the up-close and personal? You’ll be able to get down and dirty with your enemies in style. While not every class can master every skill, it is possible to choose your own favorite tactic by building your character the way you want within the options given.
We’ve tried to leave things open to the creativity of the player, and not to make them use what we think looks good. Maybe we like battle axes for our fighter-types, but why can’t someone make a warrior is great with a dagger as well? We’ve gone with atypical appearances many reasons, and a big one is simply that nobody knows what cool is for you better than yourself! And that certainly goes for how you play as well.
5.3 Will the appearance of my character change over time?
If you’d like it to, it certainly will. You have the option to wear different clothing and wield different weapons. Unlike systems in which you’re stuck wearing that "ideal" armor when out and about, we let you dress in the style that you want at any time. Bare-chested brawler one day to axe-wielding armored menace the next . . . it’s all in what a player finds fun.
You can trade items with others as well as purchase new ones from a shop. We fully expect some people to own multiple sets of clothing and to mix and match them depending on their mood. Part of the fun of these games is looking good, after all!
5.4 What kinds of animations will there be for characters?
We will have a variety of animations for combat and casting of course. Those are key to the look and feel of the game after all. In addition there are a wide variety of more "social" animations completed and being developed. Many emotes for characters will be text based, however others will certainly be visually represented.
5.5 Will there be attention to reality for characters, such as aging, scarring, or needing to eat or sleep?
We won’t be putting too much of an emphasis on such things. A game should remain fun, and it does put a bit of a damper on things if your character should die of old age, or starve or need to take a couple hours nap right when you were really having fun. If we have anything in the game related to these real life issues it will be most likely food or drink. Possibly for roleplaying purposes or perhaps with a small game benefit. In addition, technical difficulties arise from too much reality in multiplayer games. We love some of the work being done in these areas on single player titles, but when you take into account what saving and displaying individual scars and ages on characters it becomes insurmountable.
5.6 Are there any limits to the number of characters per server or account?
We don’t have any firm decisions made regarding such limits. Most of us have our own opinions about how many characters should be allowed per account or on each server. Some of us are one-character players and others enjoy the experience of running alternate characters around quite frequently. We’d really like people to form a bond with their characters, and have designed the game in a way which should allow quite a variety of playstyle and appearance changes even with just one character.
But in the end what it boils down to will probably be a small number of characters in total per server or account. We’ve seen the trend to make more character slots available over time with other MMOGs and we’d prefer to find a good balance that will remain our standard. The "real" answer will be announced at a later date, once the decision has been finalized.
5.7 Will there be server transfers for characters be available?
We have not made any decisions regarding this yet. The ability to move characters from one server to another carries with it a number of benefits as well as drawbacks. It can be easier to play on a new server if one has developed a poor reputation on and old server for example. Then again, should someone move from one continent to another, it can also make a huge difference to be able to play at the same times as others, and a server transfer would make this more feasible.
5.8 Will the game support the sale of characters or other virtual property?
Again, we have not fully weighed all of our options on this matter. While this tends to be a hot subject for many, we feel that both sides of the argument deserve to be heard and considered. If we do not support such methods within the game, it is unlikely that we will tolerate 3rd party transfers. In such cases an account ban (or multi-account ban in some cases) would be the likely result. This returns to our belief in not providing gameplay advantages to one player over another. In any case, we will make it clear what our policy is regarding this practice once we have made a decision.
6. Races and Classes
6.1 How many races are available?
Two races are playable as characters: the daevi and the humans. In addition, there are a wide variety of unique new enemies to face in battle. We’ve stepped away from the traditional fantasy world of orcs and trolls to provide players with a new experience which challenges their imaginations as well as their preconceptions.
6.2 Will PC races have differing abilities or statistics?
We don’t plan on treating the two races differently. The important differences between the two are in appearance and history. In part this is due to the feeling you can get while playing other games that x, y, or z race is so much better because they get the power to . That is really counterproductive, and with only two races the game it would quickly become clear that only a daevi of a certain class was really good. So we’ll be avoiding that and giving players a chance to just enjoy playing their character.
6.3 Will the races have different starting locations?
It is likely that all beginning characters will start in the same locations. As all characters are citizens of the Enclave, it makes little sense for them to be segregated. In addition, we have never really enjoyed the fact that it can be difficult to play with your friends in certain games since you start out so far away from each other.
6.4 Is it possible to choose the same classes while playing each race?
We allow both human and daevi characters to follow all class disciplines. Artificially restricting what a character can learn simply based upon their race just seems wrong in the context of our world. Unlike other "high fantasy" games, we have no stereotypes to live up to. We have no preconceptions attached to our races, so there’s no need to reinforce them with restrictions.
So yes, you can play your daevi trickster just as well as your human trickster. The difference lies in how you wish to look. It lies in the legacy you wish your character to have.
6.5 Why choose a class-based system?
There are a number of reasons behind the fact that we’ve developed a class-based game. One of those is simply that it’s a way of differentiating characters in MMOGs. If we went with a strictly skill-based game, there’s a good chance that TCoS would be quickly infested with FotM (Flavor of the Month) disease, where periodically someone comes up with the new "best build" and a ton of players then copy that idea. By dividing characters into classes, we restrict the possibilities in this regard.
Another reason is that we’ve got the opportunity to introduce new classes into the mix. Instead of the standard "ranger" or "wizard" often found in other games, we’re going with new classes that work in the context of our world. It’s just one more area in which TCoS diverges from standard MMOG fare. This gives players the opportunity to uncover a whole new game, including new professions that are unique to our world.
6.6 Does The Chronicles of Spellborn feature class archetypes?
We do group our classes into three major archetypes. At the beginning of play, all characters must choose one of these three sorts. This will determine which of the classes may be selected later in a character’s life. The period of "self discovery" will be relatively brief, but should serve to provide a small introduction to TCoS before this class choice must be made.
The three divisions are the rogue, the warrior and the spellcaster. Within each archetype there are three classes. Each class is a specialist in a particular aspect of that archetype. They are each capable of the same general tasks, however there are situations in which a specific class will perform slightly better than another.
6.7 Will classes in the game be balanced?
There will be a certain amount of balance inherent in the class system. However, the key to the game itself will be how skilled an individual is in multiple respects. The ability to "play well" in terms of actual combat will be a determining factor in success. More skilled players who know how to control their character well and who utilize the right skills will be able to accomplish more than players who are less skilled. In addition, those players who become skilled in the creation of good skill decks will be similarly tougher in game.
As well, the intention is not to perfectly balance the game for every level and skill combination between the classes. The intent is rather to provide a solid basis for enjoyable play. Each class should have strengths and weaknesses. To compare classes to FPS weapons is perhaps good. In many FPS games you have certain weapons which function better under certain circumstances. Perhaps a long range weapon may be very good for attacking enemies who are far from you, while at closer ranges it becomes unwieldy. Conversely there are some weapons which may be too inaccurate to use at any great distance, while up close their rate of fire makes them deadly. So is it with class balance in TCoS. Certain classes can accomplish specific goals more easily. In general, it will be of great benefit to have a variety of classes available during play.
6.8 What classes are there in The Chronicles of Spellborn?
Warrior:
• Blood Warrior
• Furyhammer
• Champion
Spellcaster:
• Rune Mage
• Ancestral Mage
• Oracle Disciple
Rogue:
• Trickster
• Facedancer
• Dead Hand
6.9 What are the strengths of the various classes?
Warriors:
Blood Warrior:
These powerful combatants draw their strength from their ability to forge a blood link between themselves and others. The magic of this link allows a Blood Warrior to protect their allies as well as hinder their enemies. While not an offensive powerhouse, they have a great deal of endurance and can withstand a great deal of punishment.
Champion:
An adherent to the ways of the ancestors, a Champion can actually use thier knowledge of the past in order to channel the spirits of warriors long-fallen. They are unrivaled in their skill at arms due to their inheritance of the knowledge possessed by the ancestral spirits they command.
Furyhammer:
Practitioners of martial combat, the Fury Hammers are gifted with a variety of powerful methods of sight. Their special vision can be very useful under the proper circumstances. They make excellent leaders and are often found commanding forces in battle.
Spellcasters:
Rune Mage:
These arcane savants are powerful wielders of destructive magic. They are also unique in their ability to create runes that enhance the power of themselves and others. A Rune Mage can be an imposing enemy due to their offensive power as well as an invaluable ally on account of their rune mastery.
Ancestral Mage:
The might of these summoners comes from the spirits of the past. By calling upon these spirits an Ancestral Mage becomes a dangerous force to be reckoned with. While the Ancestral Mage does not have much personal power, they are quite capable of enhancing their summoned spirits as well as their companions.
Oracle Disciple:
Through their study of the Oracle, these mages are gifted with powerful magical abilities that counteract the spells of others. The Oracle Disciple is quite adept at mending the wounds all too often suffered within the scattered Shards, as well as providing magical reinforcement to their allies. They can severely weaken the magic of enemies, and as such are often found in the company of many friends.
Rogues:
Trickster:
A stealthy and nimble combatant, the Trickster makes use of illusions and sleight of hand in order to gain the upper hand. They are also capable of creating small devices which enhance their abilities and can be used to confuse and injure opponents. They are also reknowned for their speed.
Facedancer:
These rogues are masters of changing their shape. The Face Dancer makes for an efficient and deadly assassin, and possesses a variety of melee as well as ranged combat skills. They are also considered the most adept practitioners of the art of stealth.
Dead Hand:
Poisons form the backbone of a Dead Hand's arsenal. They have a powerful array of skills which involve their knowledge of poisons, and are particularly adept at facing a large number of foes. For this reason, they can be most often found lending their support to a group of their allies.
6.10 How do you choose a class?
Your initial role is chosen during character creation. After experiencing a bit of the game, you will need to make a decision as to which of the classes you wish to play. The exact timing of this choice and the manner in which it is made will be determined during Beta testing.
6.11 Can a character switch their class?
We will not be allowing characters to move between classes. Nor will it be possible to have more than one class. The ability to customize skill decks should provide the ability to change your playstyle to a certain extent. Beyond that, we will be allowing each player to have multiple characters on their account.
6.12 Will there be solo classes?
Some classes will inherently be able to solo more effectively than others. While all classes should be able to successfully adventure alone, it will be more effective for certain classes. Of course, more important than class, a player’s skill will determine their success during play, both solo as well as in a group.
This information is copied directly from The Chronicles of SpellBorn's official faq section which you can check out here. |
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