This is exactly the question we posed to Jacob Han, lead producer at Neowiz Games. Han's studio collaborated with Epic Games Korea to build the Unreal 3-based title, and we figured he'd be the perfect person to help give us an idea of what makes this game different from the pack and why MMO fans should take note.
Hop on past the break and see what BLESS has in store. Massively: Are there plans to bring BLESS to other parts of the world once it's launched in Korea? If so, will there be a separate western publisher? And will the game be imported as-is or will it be "westernized" in some way?
Jacob Han, Lead Producer: Succeeding in the West with BLESS is obviously going to be very important step for us to succeed overall. We are currently looking at all available options for publishing the game in the U.S., which also includes the possibility of a separate publisher if we feel that it will be a great partner. The game itself will have to be properly localized for Western audiences, of course, but the core game content will not fundamentally change.
We believe that BLESS will be fundamentally different from both TERA, Aion and any other MMORPG for that matter. TERA focused strongly on combat, and Aion focused on its aerial battles. We believe that BLESS will be remembered for two things: its story and its endgame content.
Combat is not what solely determines how fun an MMORPG can be. Without an engaging story or a believable backdrop, combat by itself is not going to be a game's savior. Our team understands that storytelling and creating a believable fantasy world is important but also that this has been a weakness for the majority of Korean MMO titles. We're trying to buck that trend. We do that by first creating a gorgeous, seamless, living and breathing fantasy world where every building, structure and location has its own history, background, and rich culture, all of which are intricately tied together and have meaning in the overall story. We also make sure that the players' choices matter and that what they choose will affect the world and the characters around them.
"We believe that BLESS will be remembered for two things: its story and its endgame content."
Our development team is focused on completely immersing the players into the world of BLESS. We hope to achieve this by personalizing a player's story through the choices he/she makes and through engaging endgame content, which we'll explain more in detail in the near future.
We believe that character progression in existing Korean MMOs tends to be grindy because players are not emotionally involved in the storyline. We are striving to alleviate that grind by making the story, the world, and eventually the game more meaningful.
In both cases, players will have to choose and ultimately experience the consequences of their decisions. Players who killed the innocent girl will see her tombstone in the city, while those who spared her life will not. This is one of the many ways that BLESS will feel more personal, more emotional, and more real, which should help alleviate the grindy aspect of the leveling process.
The basic structure is indeed the trinity, but classes will not be tied to specific roles within party play. The classes that we did not showcase in our game demo at G-Star 2012 have a more liberal style of combat.
Despite the retention of this familiar style of gameplay, BLESS has a wide portfolio of character classes (eight, to be exact). Depending on the situation, players will experience dynamic roles. Once we reveal more about our upcoming RvR features, we will be able to disclose these customization elements in greater detail. Additional customization will be attainable through the race that you choose to play as well as through the completion of royal quests.
What sort of character customization can we expect beyond the classes? Do characters have talent points, skill points, or another system for refining their skills?
We are unfortunately not quite ready to talk about combat, skills, and character customization in detail, but just as BLESS is pushing the boundaries of how realistic an MMORPG can look, we are also pushing the boundaries of how much players can customize their characters and how important their roles will be in battle.
As your character progresses, you will encounter these dragon mounts, or Wyverns, in a very dramatic and very specific story-driven way. Once you reach a certain level, you will be able to freely control and explore the vast and beautiful world of BLESS on top of this epic mount. There will also be plenty of other mounts in the game, many of which we will reveal in the near future.
Will BLESS be launching as a subscription-based title, or do you have other plans for monetizing the game? Will that model differ based on the territory?
The simple answer is, yes, it will be different based on the territory it's in. We have not yet finalized the details of monetization for every region.
Thank you so much for your time!
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