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The Secret World designers talk progression, hand-holding, and more

Jef Reahard

The Secret World is up for discussion at Rock, Paper Shotgun this morning, and Funcom designers Joel Bylos and Martin Bruusgaard spend quite a bit of time going over various details of the upcoming horror-conspiracy MMORPG.

Those of you wondering how the game's classless skill-based advancement system is going to work will definitely want to read through the piece, as there is a lot of information in terms of both how the The Secret World feels and how it directs players in comparison to more traditional themepark titles.

"I believe World of Warcraft uses a very heavy hand to guide players. It says, 'pick up this stuff here, go and do these missions in this place here, do all the quests then go to this place here and do the quests there,'" Bylos explains. "In our game, we try not to be as heavy handed. It's much more of a light touch and comes through in the places you visit and the people you meet."

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