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  • Joel Bylos on building a better Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    06.23.2011

    If you were given the chance to build your very own world from scratch, how would you do it? What would you include? Would it be a world of beauty or dark dreamscapes? And would the inhabitants enjoy their stay or flee in terror? To the team at Funcom tasked with fashioning The Secret World's... world, this isn't a hypothetical question, but a practical one. In a new developer blog post, Lead Content Designer Joel Bylos returns to share a behind-the-scenes view of how a game world is made. Bylos says that there are four aspects to world-building: identifying purpose, research, building flow, and prototyping and production. Because The Secret World takes place on our planet in the here-and-now, the team has a reference point to begin, but layers a "secret history" on top of it. Bylos explains by saying, "This is the history of an area as only a member of The Secret World can experience it; the footprints of the secret societies and their past conflicts; the truth behind the local myths and legends; the echoes of ancient magic and forgotten rituals." Of course, it's one thing to design something what you think is interesting and fun -- it's another to see if it works out in practice. All of this planning on paper is just the first stage of getting it in the game, which Bylos promises will come in an upcoming post.

  • Massively Exclusive: Joel Bylos talks The Secret World's endgame (and a bunch of other stuff)

    by 
    Jef Reahard
    Jef Reahard
    06.03.2011

    Funcom is ramping up the publicity for The Secret World this week, and Massively's getting in on the action via an exclusive interview with lead content designer Joel Bylos. Earlier we told you how TSW's devs are hard at work putting a supernatural (and conspiratorial) twist on some of the world's most well-known cities, and we recently sat down with Bylos to talk about everything from using Google Maps to navigate Funcom's version of New York, to the nature of the term "open world," to the use of random game objects by the player. Bylos also has some interesting things to say about The Secret World's sandbox elements and its endgame, and you'll find all that and more after the cut.

  • Funcom building a bridge between the real and the fantastic in The Secret World

    by 
    Jef Reahard
    Jef Reahard
    05.31.2011

    Funcom has released a new dev blog focused on The Secret World, and today's entry is penned by lead content designer Joel Bylos. Much like with yesterday's video teaser, the focus is on the game's environments, and in particular, its localization in the real world. Bylos, who also served as a content designer on Funcom's Age of Conan expansion before moving to The Secret World, says that the game aims to capture the essence of the modern era while adding a supernatural and conspiratorial twist to places you think you know. "Above ground, New York looks just like the New York you have visited in real life. If you really wanted to, you could find the exact same area depicted in the game on Google Maps. But beneath the streets sprawls the corporate-industrial juggernaut of the Illuminati, known only as the Labyrinth," Bylos explains. The dev blog goes on to mention the game's mission system as another tool for grounding the narrative in reality. Whether you're burning zombies, performing an exorcism with a vacuum cleaner, or chasing ghosts with mirrors, The Secret World looks to use the mundane as a window into the fantastic. Check out the game's official website for the full dev blog.

  • Secret World dev diary talks story, context

    by 
    Jef Reahard
    Jef Reahard
    05.30.2011

    Sleuthing for more story-centric info regarding Funcom's upcoming horror-conspiracy MMORPG? Look no further than The Secret World's latest video dev diary featuring commentary from designers Ragnar Tornquist and Joel Bylos as well as lead writer Dag Scheve. The trio highlights The Secret World's use of the real world as both location and character, with Bylos calling it "the greatest resource of all." The video shows a few new clips courtesy of the game's cinematics, but Tornquist is quick to point out that cinematics don't tell the whole tale when it comes to The Secret World's narrative. In spite of the fact that every character in the game is motion-captured and fully voiced, the story is "embedded into the world. You have to look for it, you have to search for it. The story is exploration and the story is discovery," Tornquist explains. Funcom also seeks to challenge gamers in ways that depart from the traditional MMORPG paradigm, and Bylos says that "we're not just asking them to click a mouse button over and over again, but to think about what they do." Put on your thinking caps and click past the cut for the full video.

  • Engaging the brain: Funcom talks about the immersiveness of story in The Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    05.27.2011

    "No designer could ask for more to draw upon," The Secret World's Joel Bylos says. "This world, our world, is the greatest resource of them all." And so begins a fascinating trip down the dark alleys of storytelling in Funcom's upcoming MMO. In a dev diary posted at MMORPG.com, The Secret World team suggests it's more interesting to set the game in our world instead of in rehashed fantasy lands. By embracing the concept of "everything is true," the writers open the door to every conspiracy theory, every urban legend, and every branch of pseudoscience known to man. "The story is exploration. The story is discovery," Bylos promises. He says that the ultimate goal of the storytelling team is to get players to stop mindlessly clicking and to start engaging the story on a conscious level. This includes investigating events, hunting for clues and solving puzzles. No, this isn't Scooby-Doo Online (although that would be awesome). It's also interesting to note that every character in the game has full voice-over and motion capture as a way to pull you into the story instead of jolt you out of it. Bylos also outlines the different types of missions, which include stealth and infiltration, action, investigation, and story. [Thanks Even!]

  • Funcom hints at Secret World death penalty, sabotage missions

    by 
    Jef Reahard
    Jef Reahard
    04.05.2011

    All is very hush hush around Funcom's The Secret World. While a good bit of new info surfaced at last month's GDC, there are still more questions than answers regarding the firm's followup to Age of Conan. That said, occasionally the devs will dangle a tasty morsel, and in a new interview at Game Snafu, Funcom designer Martin Bruusgaard does just that with regard to TSW's death penalty mechanics. "We will not implement a death system that can be exploited as a fast travel system, because dying in The Secret World should be a sign of failure, and not optimization in any way. We don't want to punish the players in a form where they can lose stuff, neither items nor experience, but rather penalize on time," he explains. Designer Joel Bylos also chimes in with some interesting bits about the game's questing mechanics, chief among them a hint about new sabotage missions. "These missions share a similar gameplay style to the original Deus Ex game -- avoiding security cameras, disabling traps and hacking computers, etc. Generally the traps are dynamic only in the sense that players can disable/enable them in the world. This becomes interesting when other players can accidentally trigger an alarm in the camp you are sneaking through," Bylos says. Check out the full interview at Game Snafu.

  • GDC 2011: Funcom talks The Secret World's PvE, PvP, and ARG

    by 
    Jef Reahard
    Jef Reahard
    03.10.2011

    Many of you are no doubt as anxious as we are to get your hands on Funcom's new The Secret World MMORPG (with a new website!). The skill-based end-of-the-world riff has been shrouded in a good bit of mystery for a good long while, but we've finally managed to snag a few minutes of face time with the title. This year's GDC marked the first opportunity for anyone outside of Funcom's alpha team to lay eyes on the game, and we've got some pretty juicy details to pass on. Join us after the cut for the new trailer as well as a recap of Funcom's presentation, which was spearheaded by Ragnar Tornquist and featured designers Martin Bruusgaard and Joel Bylos. Discussion topics include PvP, PvE missions, and character progression.%Gallery-118804%

  • What's to come in Rise of the Godslayer

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.07.2009

    Tigers, PvP, corruption, and more are coming with Age of Conan's next expansion, Rise of the Godslayer. Xfire has hosted a sneak peek live broadcast hosted by game director Craig Morrison and lead expansion designer Joel Bylos, and the two have shown off some of the inner workings of the expansion, including some of the changes and additions players will find. We here at Massively were watching closely and taking notes, so if you didn't get the chance to watch the video then no worries! As we said before, we have your back and we're ready to take you headlong into the blood and corruption of Age of Conan's expansion.

  • Age of Conan offers streaming expansion demo Monday

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.04.2009

    If you're playing Age of Conan, the odds that you're looking forward to the upcoming Rise of the Godslayer expansion are... pretty much one to one. The news on the expansion has been fairly slow in coming since its announcement earlier this year, but it looks like we're due for a big burst of new information on Monday. Funcom has announced that the developers will be hosting a streaming demo of the game on December 7th via Xfire. The demo, hosted by game director Craig Morrison and the expansion lead designer Joel Bylos, will begin at noon PST (3 PM for those of us on the other coast). Scheduled to last for an hour, it promises to cover both the content in the demo -- which is all slated to be new material -- as well as the expansion in general, which is targeted for release in the first half of 2010. Both the developers and their hosts at Xfire are excited about the chance to show off a live demo, and odds that the game's playerbase is excited are, again, probably one in one. So clear some time to catch the broadcast on Monday, and see what's in store for Age of Conan as it journeys into the eastern empire of Khitai. [ via WarCry ]