Mythos Interview

WarCry was able to corner Flagship Studios' Travis Baldree for an interview about Mythos' crafting system, in-game currency sales, auction system, and more.
WC: The business model for Mythos is unusual. Please explain how Mythos will 'make money' if not through subscription play. What sort of items will be sold through through the premium shops?

Our initial plan is to utilize a dual-currency system similar to what is used by Three Rings for Puzzle Pirates. In this system, there are two ingame currencies - one that is earned, and one that is purchased for actual money. Certain goods and services will be available for purchase with the 'purchased' currency. The unique part of this system is that players can trade purchased currency for ingame currency or items - in this way, even those who never pay any actual money can still have access to goods that require it. Our aim is not to sell game-in balancing items, but rather convenience services and cosmetic options, primarily.

...

WC: Please give an overview of the crafting system in Mythos.

Mythos employs a unique risk-based crafting system, where you control the properties and subsequent risk of creating an item at a fine level, if you want to. Rather than have you spend your time making 100 pairs of pants to get better at making pants, we instead have you invest in a crafting tree, similar to a skill tree. Investment in this tree unlocks types of recipes, and improves the potency of the effects you can imbue created items with. For a given property on an item, you can increase its potency - which at the same time increases its risk. The greater the risk, the more likely you are to fail - but the greater the reward if you succeed. By careful investment in the crafting tree, you can mitigate this risk. So I can be a sword-crafter who makes extremely fast swords with high heraldic levels - while you might be better at making swords with boosted damage and fire bonuses. We want players to feel they are developing a mastery of a specific kind of crafting through choice, not repetition. At the risk of becoming longwinded, I'll also mention that we have what we call a 'heraldry' system - heraldries are basically craftable socketable items. Each crafted item has a heraldry socket of a given level (which can be improved ) - crafting heraldries allows you to socket a specific set of properties into a crafted item. Only crafted items have heraldry sockets. Of course, to be a great heraldry crafter, you'll have to spend your points in that direction, and that creates a bit of dependency between those who craft heraldries, and those who craft armor or weapons.