Warhammer Online: Age of Reckoning Interview
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Q: RvR in Dark Age of Camelot is well respected, but can feel a touch chaotic. What are you doing to make RvR in WAR feel more like a fantasy battle and less like a video game? I ask specifically with regards to pacing and player tactics.
A: War (and WAR) is a chaotic experience. We're certainly taking care to create an RvR experience that is intuitive and fun, but we absolutely DON'T want it to feel like a turn-based, tabletop strategy game. Players will make tactical choices - both as individuals and as groups or guilds - prior to entering combat that will dictate a great deal of how the engage that particular battle. Sometimes, it will make sense to gear yourself towards absorbing damage and defending, other times you'll want to crank out the highest amount of damage possible and just go straight for an enemy's throat. You'll have options that will help you make decisions like that with great ease.
With that in mind, it will still be up to players to understand their character and how to play it properly.