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Below are a few questions
asked by GameOgre.com to Artifact. The questions from
GameOgre.com are in bold.
There are
currently 7 different player levels ranging from
Free to Unlimited Access. How have these various
levels been accepted by players and are there any
plans to reduce the number of levels to around 2
to 3 so players can have an easier choice of
selecting a pricing plan?
The variety of
options has grown over time, and even shrunk for a
while. Besides Freeman (the free play option) we
started out with: Citizen, Gentry, Noble, Royal,
and Imperial. These were one-time payment options.
That is, the player pays once and does not have to
pay again (though they could choose to upgrade
their access).
With the release
of Artifact 2, we added the Full Access
subscription option. Full Access provides a way to
try out the game that is less expensive than the
other levels, but you pay quarterly.
During 2003 we
discontinued the one-time payment options. Players
liked having the options, though, so we
re-instated them before the end of that
year.
Unlike MMORPGs
where your character is unaffected when offline,
your empire in Artifact is fair game for online
players when you are not in the game. Can explain
how this interesting dynamic works and how have
players responded to it?
Artifact was
designed from the beginning to be a team game.
Players form alliances to help each other. That
includes combining their forces in large online
battles, and "standing guard" over each
other's empires while some of them are
offline.
That has proven
to be part of the "learning curve" of
the game. New players often try to play solo,
outside of any alliance. And they tend to die when
they do that. It's also proven to be somewhat
detrimental to sleeping habits. ;-)
How important
are clans in this game?
Artifact clans
provide a type of "members only" club
for players. They also provide a collection of
allies that work together. Like players, clans
have game statistics, like games won, games
played, artifacts found, troops killed, and so
on.
What
advantages would you say Artifact has over retail
RTS games like WarCraft 3 and the Command and
Conquer franchise?
The style of play
is different, because of the built-in team support
and the persistent world aspects. Also, there is
less emphasis on twitch-and-click resource
collection.
Online battles
require a team of players with different skills,
all working together. While one player is leads
the troops, there is another building out the
walls to advance on the enemy city. And there is
likely someone else in charge of building and
training the troops, while still another keeps the
city supplied with food and raw materials to train
more troops.
If you could
pick one aspect of Artifact that you think would
appeal the most to the online gamer what would
that be?
The community of
players in Artifact is very unique. There are
teenagers playing alongside adults (and some of
those adults were teenagers when they first
started playing). There are boys and girls, men
and women. There are Americans, Canadians,
British, French, Germans, and more. Overall, the
community of players is very helpful and loves to
see new players join.
Are there any
future improvements or expansions in the future
that you would like to mention?
We do have plans
for future expansions, but nothing that we can
announce currently. In a very real sense, the game
is always growing. We're not restricted to
specific release dates, and enjoy extending the
game based on player suggestions. For example,
last year we added several new units to the game.
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