Ragnar-Tornquist

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  • The Secret World's Tornquist talks truth, pain, and non-combat gaming

    by 
    Jef Reahard
    Jef Reahard
    07.07.2011

    Rock, Paper Shotgun is back with part two of its interview with The Secret World's Ragnar Tornquist. Part one debuted yesterday and detailed a bit of the history behind the game's development as well as blurbs about factions, puzzles, and ARG thingamajigs. Today's installment talks about everything from Tornquist's recurring real world/hidden world motifs, to the endings of Lost and Dreamfall, to unfulfilled fan expectations. As you might expect, the interview errs heavily on the side of the philosophical rather than delving into gameplay specifics. Everything from the nature of truth, to Funcom's Secret World agenda, to the reticence of the gaming industry to evolve beyond kill-everything-that-moves is up for discussion. On this last point, Tornquist hints at the challenges inherent in designing non-combat gaming experiences. "It's difficult. You can't sacrifice fun. But then of course the idea of fun is ambiguous. Does it always have to be fun? Can't it be painful too?"

  • Ragnar Tørnquist discusses The Secret World's history, factions, puzzles, and more

    by 
    Matt Daniel
    Matt Daniel
    07.06.2011

    Funcom's Ragnar Tørnquist, project lead of the upcoming The Secret World, sat down with John Walker over at Rock, Paper, Shotgun to chat about everything TSW. The interview is delightfully in-depth, and is actually only the first part of the entire interview, so TSW fans have something to look forward to as well. In part one, Mr. Walker talks with Tørnquist about the history of The Secret World and how it arrived at the point it's at today. They also spend a bit of time discussing the game's three factions -- particularly the enigmatic Dragons -- and their potential motivations and interactions. And lastly, of course, they talk about the game's ARG-esque puzzles, which blur the line between game and reality for a more immersive experience. For the whole first part of the interview (which is really a must-read for fans of TSW), head on over to Rock, Paper, Shotgun.

  • 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!]

  • Ragnar Tornquist talks of The Secret World's progression, power and purpose

    by 
    Justin Olivetti
    Justin Olivetti
    04.19.2011

    "It's simply true freedom of progression!" Ragnar Tornquist exclaims in a new interview with Gaming Nexus. After giving a broad overview of The Secret World's structure, Tornquist spends time discussing just what will make this upcoming MMO so appealing. According to him, just because TSW is lacking levels doesn't mean that you'll soon run out of ways to advance your character: "Collecting powers and building these decks of seven actives, seven passives, is a large part of that, and it'll take players hundreds and hundreds of hours to create enough decks to tackle most of the content in the game -- and that doesn't even take into account PvP." Because players will be locked into a faction, Funcom is working hard to keep the balance of skills similar between all three secret societies. Even so, there will be abilities unique to each side. Interested in Funcom's use of alternate reality games (ARGs) as part of The Secret World's experience? It looks as though these will be a bigger part of the game than we previously thought: "In fact, with our investigation missions, players will have to go outside the game in order to solve intriguing puzzles based on real history, myth, legends, conspiracy theories, and they'll also need to cooperate with other players via forums or chat in order to basically solve these really deep and complex ARG style problems. Some missions are designed to take weeks to crack, even with the help of the entire community."

  • Global Chat: Mostly meta edition

    by 
    Rubi Bayer
    Rubi Bayer
    04.17.2011

    Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat! It's a given that a lot goes on at Massively besides what you see on the front page. We're pretty busy behind the scenes -- and sometimes we even find time to play some of these MMO things we've heard so much talk about! This week we've turned the focus a bit inward, so follow along after the jump to take a look!

  • The Soapbox: A case for player-generated content (or why MMO story is complete and utter bollocks)

    by 
    Jef Reahard
    Jef Reahard
    04.12.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. I read with great interest Ragnar Tornquist's recent blog posting concerning story in The Secret World. After I got over the initial impulse to roll my eyes at yet another developer jumping on the BioWare-induced story, story, story bandwagon, I found that Tornquist had a couple of interesting points to make. Unfortunately, he also missed an opportunity to strike a blow in favor of player-generated story content. While this is totally unsurprising coming from a man who has built his career on interactive storytelling prowess, it was nonetheless disappointing on several levels. Yes, yes, I know, Tornquist is a wunderkind developer, you'd have his babies, and who am I to question his almighty design wisdom? Regardless, I am questioning portions of this particular blog piece, because MMOs are an exceedingly inadequate vehicle for storytelling of the kind that developers are espousing lately. That's not to say massively multiplayer titles shouldn't have a narrative component, though. Join me after the cut to find out why MMO makers ought to stick to systems and math and leave the storytelling to the folks who do it best.

  • New Longest Journey 'absolutely possible,' says Tornquist

    by 
    Richard Mitchell
    Richard Mitchell
    04.08.2011

    While Funcom's Ragnar Tørnquist is currently banging away on upcoming MMO The Secret World, he recently told Eurogamer that he'd like to return to beloved adventure series The Longest Journey. "I always have other ideas for the future," said Tørnquist, adding that a sequel to Dreamfall: The Longest Journey is something he "tinkers" with and is "absolutely possible." Of course, Tørnquist said the same thing back in 2008, so we're not holding our breath. Now, if we can just find a suitable guide for the first Longest Journey, we might actually be able to finish it before the new sequel arrives. These puzzles are hard!

  • The Secret World readying seven years of content, new trailer released

    by 
    Jef Reahard
    Jef Reahard
    04.07.2011

    Someone -- or something -- opened the news floodgates at The Secret World offices today, and apparently the stream was diverted directly to Eurogamer (with a tributary reaching IGN as well). There are several noteworthy pieces of info to pass along regarding Funcom's conspiracy-horror epic, starting with the fact that the Norwegian developer has already laid out seven years' worth of post-launch content updates. "We have actually begun not only design work but art work on content that's due after launch that has been planned from the get-go," game director Ragnar Tornquist tells Eurogamer. Despite assuring GDC audiences that The Secret World "is not a console game, it's not a game that tries to be anything like that," Tornquist acknowledged that Funcom is considering options beyond the PC. While the PC version is still the current focus, he leaves open the possibility of a console port if TSW turns out to be a big success. "You really need to make a different game [for consoles]. How different that will be, it's hard to say," Tornquist explains. Finally, IGN has gotten its hands on the newest trailer for The Secret World, and though the clip (titled Everything is True) manages to avoid showing much gameplay footage during its three-minute running time, it nonetheless delivers a considerable amount of atmosphere due a combination of effective editing, music, and titles. See for yourself after the cut.

  • The Secret World console game is on the back burner

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    04.07.2011

    Four years ago, it was still reasonable to believe that we were on the verge of some kind of console MMO explosion. That's when Funcom unveiled The Secret World, an MMO in development for PC and Xbox 360 -- the first and last time there's been a definitive statement about the console version of the game to date. (A press release in January described The Secret World as "a next-generation massively multiplayer online game for the PC platform.") What a surprise, then, to hear creative director Ragnar Tørnquist tell Eurogamer that he's "been very vocal in saying that when -- I guess also if -- we have a console version of The Secret World, it's not going to be exactly the same game." This is the first we've heard of a change in plans, even if we'd presumed that, at best, The Secret World console game had been secretly delayed. While Tørnquist allowed that he had "a team" working "specifically" on an Xbox 360 version (at least at some point), he noted, "It's not something we're focusing on now. I think it will only happen if The Secret World turns out to be -- as of course it hopefully is -- a huge success. We will want to do things on other platforms; we will want to expand the universe. But it won't be the same game." "You can still have the same setting; you can still have the same philosophies, the same basic systems," he said of a console version. "But you really need to make a different game. How different that will be, it's hard to say." As for the PC version, Tørnquist told Eurogamer, "We're at the point where we know when the game is going to be released, but we're not quite ready to tell people yet." It's a secret.

  • The fourth pillar of fear: Ragnar Tørnquist dishes on story in The Secret World

    by 
    Justin Olivetti
    Justin Olivetti
    04.06.2011

    BioWare and ArenaNet aren't the only MMO studios to be beating on the drums of storytelling lately -- Funcom feels just as strongly that good stories not only have a place in MMOs but are essential to making memorable games. In a new post over at The Secret World, Ragnar Tørnquist attempts to whet our appetite for a main course of storytelling. "The story in The Secret World is a giant jigsaw puzzle. That's really the only way to describe it. There are thousands of pieces scattered all over the game world, both figuratively and geographically, and as you play the game, you are actively uncovering -- unearthing -- the stories, large and small, that form the enormous tapestry of a backstory that goes back aeons." All aspects of The Secret World are "infused with story," Tørnquist promises; the game will connect players to the world through context and meaning. He hopes that TSW's mysteries will keep players coming back to the game due to our insatiable desire to know the secrets behind them. He also hints that some of these stories will feature tough decisions and painful consequences: "Joining the ranks of the shadow-masters, it's in your best interest to play by their rules, follow their agenda, ensure that the secret world remains a secret, and if that means making compromises and allowing people to get hurt... Well. No one ever said being a hero would be easy." These mysteries will come to light during many of the player missions, which we heard about yesterday. While we wait for the launch, Tørnquist encourages us to check out the elements of story that Funcom's released already such as fake websites and other ARG activities.

  • 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%

  • Massively Exclusive Interview: The Secret World to open the flood gates of info soon

    by 
    Jef Reahard
    Jef Reahard
    01.17.2011

    Conspiracy theorists rejoice! Funcom's Lovecraftian horror MMO known as The Secret World is looking to get substantially less secretive over the next little while, and we've got a new interview with Funcom's Erling Ellingsen to prove it. The company's Director of Communications sat down with us to talk about the plans to reveal The Secret World to, well, the world, and if you're even the slightest bit curious about the skill-based MMO headed up by legendary developer Ragnar Tornquist, you'll want to follow along with us after the cut. Ellingsen spills the beans about the title's unique marketing campaign and also hints at the fact that we'll be treated to more traditional (and game-focused) information -- including gameplay footage -- in the coming months.

  • The Game Archaeologist and the Girdle of Anarchy: A chat with Colin Cragg

    by 
    Justin Olivetti
    Justin Olivetti
    09.21.2010

    When I declared September to be "Anarchy Online month" I had no idea how far it would go. I mean, sure, I expected an outpouring of fond memories from players and perhaps a statue erected in my honor, but for the UN to pass a resolution for a worldwide celebration of Funcom's brainchild is quite above and beyond. So really, it's been a wild ride thus far. That's what we game archaeologists prepared for when we attended MMO U (go Fightin' N00bs!) and dusted off old copies of Neverwinter Nights. Be flexible, be enthusiastic, and always be ready for an older title to sweep you off your feet -- these are the sage words of my instructors. Because of this, I didn't find myself tongue-tied when Anarchy Online's Colin Cragg agreed to an interview. I might have blushed and stared at my feet so that I wouldn't become lost in his wizened, sage eyes, but I marched forward nonetheless. So what did AO's head honcho have to say about working on a mature MMO? Click the link and wonder no longer!

  • New Secret World video sends you back... to the future! [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    08.27.2010

    If you've been wondering why we haven't heard much about The Secret World lately, it's because the Illuminati control every word that the media says. Well, that, and Funcom's been working on a groovy video to show off their newly-revealed London hub. London is the headquarters of the Templars, and new players associated with that faction will be sent there straight away. Executive Producer Ragnar Tørnquist explains that London is a bit unique of the three starter hubs in that it's the oldest, most steeped in legend, and where members of all three factions come to fight and frolic. Funcom also discussed a special aspect of the new player experience. A mysterious figure known as The Fallen King sends them into a vision of their future, where players can get a taste of advanced combat right off the bat. Combat and grouping mechanics are a key part of The Secret World, which is why Funcom wants players to start learning earlier rather than later. You can watch the full seven-and-a-half minute trailer after the jump! [Editor's Note: Reader Agent Brutal tipped us off to a glorious batch of TSW screenshots posted to AgentLethal.com -- we've included them here as well!] %Gallery-100596%

  • The Secret World reveals London: "Biggest hub in the game"

    by 
    Rubi Bayer
    Rubi Bayer
    08.16.2010

    The team behind The Secret World has revealed more information on one of the game's key areas, and Lead Developer Ragnar Tornquist says it's the "biggest hub in the game." London is home base for the Templar faction, and while members will have access to more areas than others, it looks to be a fascinating area for all players to explore. On the surface there are some entertaining -- albeit dangerous -- events to participate in, such as dance competitions and fight clubs, but as you explore you'll find something a bit darker. In keeping with the basic story, the barrier between this world and the next is thin in London, and inter-faction bickering can become the least of your worries pretty quickly. Check out the full story on IGN. [via IGN]

  • Final round of The Secret World questions revealed

    by 
    Rubi Bayer
    Rubi Bayer
    06.03.2010

    Funcom has been making fans of The Secret World very happy lately, thanks to the community Q&A with Ragnar Tournquist. Senior Assistant Community Manager Glen "Famine" Swan rounded up a list of questions asked by fans, got answers, and released the list by thirds on the TSW forums. The third and final round of questions went out on the forums yesterday and they were met with an enthusiastic response from fans. These questions addressed bosses, GM involvement, transitions between zones, plans for the future and more. However, the answer that sparked the most discussion was the one surrounding the concept of corpse running -- it sounds like it's definitely going to be a part of the game. Check out the full blog post for the final Q&A session.

  • Ragnar Tornquist reveals more of The Secret World

    by 
    Krystalle Voecks
    Krystalle Voecks
    05.27.2010

    The tantalizing bits of information continue to flow this week from the horror-laden streets of The Secret World for those souls interested in this dark MMO full of secret societies and mythical monsters. In the second installment of the community Q and A with the game's Director, Ragnar Tornquist, players are treated to another tasty batch of information on both PvP and PvE elements, as well as things like normal MMO-style classes (tip: better change your thinking about classes now) and how gear will work in the world. While there are many things that are still only being hinted at due to the complex (and still in-development) plans for the game, it's still an interesting glimpse into just what the development team is looking towards building into The Secret World. If your questions weren't answered this week, don't worry -- there's still another installment coming next Wednesday that will offer even more tasty tidbits of information on this anticipated MMO. In the meantime, you can check out our first look from GDC and spend some time sharpening up those puzzle-solving and zombie-killing skills. You're going to need them.

  • The Secret World Q&A with Ragnar Tornquist

    by 
    Jef Reahard
    Jef Reahard
    05.20.2010

    Funcom Senior Assistant Community Manager Glen "Famine" Swan has dropped a gem of a post on the official forums for the forthcoming MMORPG known as The Secret World. The development team has been collecting questions from the community for some time, and the answers are being rolled out in a series of Q&A-style posts. Game Director Ragnar Tornquist fields the questions for this first installment, and talks about a wide range of topics including social events, open versus linear game design, and magical variety in the game world. "There's going to be tons of variety in terms of what kind of magic players can learn and how they can use it – both in terms of visuals and gameplay – and that also goes for the magic weapons players get to wield. But it's still magic of our world, not a world of elves and dwarves and dragons (well, um, sort of), and it'll feel as such. There's voodoo, illusionism, demonology - magics that belong in the darkest corners of Earth, not in some high fantasy world," Tornquist says. Check out the full session over at the official forums.

  • The Secret World's giant monsters won't be a secret for long

    by 
    Richard Mitchell
    Richard Mitchell
    03.26.2010

    Funcom has released a new gameplay trailer for The Secret World. The trailer shows off some of the many enemies players will face -- including giant crab monsters, zombies and a squid ... thing -- as well as some of the characters they will meet. As we noted in our impressions of the game earlier this week, The Secret World sets itself apart from most MMOs, using real-world settings and characters. Strange as it seems, even with all this new gameplay footage and information, we still don't know an awful lot about what's actually going on in the game. The only hint we have from the trailer is a reference to "something from the bottomless deep rising to devour us all." Whatever is happening, at least there are plenty of monsters to kill, right?