Irth Online interview
An interview with Irth Online's Lead Game Designer, Alan Chipura.
Irth Online is the newest member of the growing MMO-family. Due for release in a matter of weeks, the open beta has just begun. Irth Online does sport some rather interesting features, however not many gamers seem to have noticed the game yet. Partly because the developers at Magic Hat Software only recently announced its project, but the fierce competition in the genre also makes it difficult to stand out from the crowd.
We wanted to know more about the Irth Online, and what better way to do that than to sit down with the Lead Game Designer? That’s what we thought, and here's what came out of our talk with Alan Chipura.
For those who haven’t heard of Irth Online before, can you please briefly introduce us to the main plot of the game?
Yes, I would be happy to do that. Basically the game will start with four different civilizations living on one continent. Three are PvP civilizations. They are diametrically opposed to each other with regard to ideology and religion. They have deep rooted tensions that stem back from when one civilization ruled the entire world and was subsequently divided by a divinely imposed plague that ultimately separated the ancient peoples into three distinct groups. Over the years these three civilizations grew apart and their abhorrence for each other has increased with each passing year. They have developed unique principles and beliefs but share a common agenda -- to annihilate opposing civilizations.
Each PvP civilization wants control of the world and will stop at nothing in their efforts to complete this endeavour. Irth is a different planet in a different solar system. However, the present time on Irth is similar to how civilizations may have existed thousands of years ago on Earth. The societies are currently gaining momentum and advancing in technologies, magic, melee, and crafting. Therefore the conflict is rising. Efforts to advance civilization agendas and secure the future are paramount before an enemy civilization has an opportunity to take control and destroy their way of life.
There is also a non-PvP civilization called Avaria. This civilization, located in the center of the continent, separates the three PvP civilizations. It is made up of immigrants from the other three societies, who longed for a peaceful life away from their previous civilizations’ hostile agendas. This civilization has focused on capitalistic endeavours to build prosperity and lead the world with economic might.
For many, PvP is a must in an MMORPG, while others want to be able to quest in peace – how have you handled this in Irth Online?
Players will be able to choose civilizations that will reflect their unique playing preferences. The three opposing civilizations, Arcadia, Mezzo, and Morbia, will be better suited for players who are more focused on PvP and PvE combat, while the civilization of Avaria will be better suited for players who are more focused on crafting or non-PvP combat.
We have combined these differnt player styles in to one world because we believe that they will compliment each others’ expereinces in ways that has never been accomplished before. The Avarians will most likely be able to bring items to the market place (and in a more efficient manner) that hardcore PvPers may not have the time or desire to create.
Although there are safe areas in all territories, Avarians will need to gather precious resources in non-safe areas for their crafting professions. Even though Avarians are non-PvP, their goods and pets are vulnerable. Therefore, this situation opens opportunities for players to embrace each other’s style. If the Avarian does not want to risk gathering in dangerous areas, he/she could hire someone from a PvP civilization. Or, the Avarian could hire guards to accompany him/her while resources are being gathered and transported. The relationship between these two types of players will surely introduce a new level of complexity and excitement to the world of MMORPGs.
Would you describe Irth Online as leaning towards PvP or PvE oriented gameplay?
We have been very deliberate to design mechanics and features that will appeal to individuals who have preferences for PvP, PvE, PvM, and crafting. I believe that we have balanced available options that will fully compliment varying player styles.
We will have a coliseum where players can lease event space and sell admissions and concessions. Or simply have a private affair. But if you’re talking about instances, we currently have not developed an instance strategy. While we find many aspects of instances appealing, we do not believe that they are essential. Perhaps we will re-evaluate instances in the post-launch period.
Will players be able to build houses and in time develop towns in the game world?
We have a different approach to player housing. It stinks not to have a house. It also stinks not be able to afford a house. Therefore, every account gets one free house. This is not a virtual room. It is a real virtual house with real virtual property. All homes exist only in player-run villages. Players can put additions onto their homes at a cost. Cost will be dictated by economic conditions. Players can enlarge their homes for extra space or to simply flaunt their prosperity, or they can add on with more practical intentions such as retail shops, taverns, or whatever enterprise that suits a player’s livelihood.
Irth Online seems to feature a huge game world – will it be open to everyone to explore, or are some areas exclusive to specific factions? And in addition, how fast will people be able to get from one place to another to quest with their mates?
At launch we will have one continent that measures 198 km x 198 km. All of this area will be open to everyone to explore. This is, however, only a fraction of the actual size of the Irth. When the need arises, we will open up more of the game world for exploration and discovery and introduce new waters, new continents, and new surprises!
It would take you a great deal of time to walk around the initial area available at launch. However, there will be faster ways of getting around. You can increase your walking pace with items such as speed boots. You can also quicken your pace by taking the roads rather than walking in the rough. If there is water deep enough to swim in, you can swim. There will be mounts available for you to ride. Select areas will have teleportation. There will be public transportation routes you can take for a fee. Either at launch or shortly thereafter you will be able to travel by boat and air ship. There are a number of available features that will allow you to travel about in this large game world in an extremely efficient manner.
Irth Online will feature day/night cycles as well as weather effects – do these elements affect gameplay – i.e. some races gets boosts during night etc?
There are day and night cycles as well as weather effects. Weather plays an important role in the game. Weather will affect character movement. It will also cause your items to decay. Rain, snow, and falling volcanic ash will cause weapons and armour to wear.
We have not implemented a boost for races in the evening, but that may be something that we could consider for future development. We have prepared some spells that are dependent on the time of day, where a full moon cycle maximizes the spell, a half moon cycle creates a spell half as potent, and a new moon cycle or daytime condition would render the spell useless.
How free will the economy be? Will players craft most of the items in the world, or will most things be bought from NPCs?
We want an entirely free player economy with only players crafting all items in game. Initially we will have items crafted by both NPCs and players. As soon as we can loosen the reigns it will be turned over entirely to the players.
Many MMORPG-gamers eventually end up level-grinding – how have you dealt with this in Irth Online? Have you implemented an ordinary experience system, or have you come up with something different?
This is not a level-based game. This is a skill-based game. Any character can learn and develop any skill. A skill is developed through practice. Many skills can be developed simultaneously. If a player fails to regularly practice a skill, it will deteriorate until the skill is completely lost. If a player does not want to wait for his or her skill to deteriorate naturally, he or she can choose to unlearn a skill. We base the skill system on a "Use it or lose it" philosophy. We believe it is more realistic and it gives players the opportunity to be whoever they want to be without artificial limitations.
Because of this skill system, players have an opportunity to balance out their character the way they feel is appropriate. If players do not like what their character has become, they can change the character by doing different things.
As players learn new skills and develop them they will earn proficiency titles that they can choose to display with their character’s name, or not.

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How do you plan to stand out from the other MMOGs in this very competitive market, and most importantly attract new players? What do you have to offer, that the others doesn’t have?
We stand out from other games because there is not another game on the market like this. I’ll give you a few examples.
We have designed our own game engine in house. We could have purchased one but we wanted something different. Consequently this game has an entirely different look and feel. On a clear day you will have viewing range that will extend 10 km. Not only does this add to the beauty of scenic views, but it offers the possibility of large scale battle scenarios.
As I said previously, the housing system is different everyone gets a free one.
We’ve combined PvP and non-PvP styles into one game world and have added mechanics that will encourage a new relationship between the two styles.
We have no classes to inhibit what the player wants to be. We have fewer restrictions and more possibilities of developing your character as you define it, not the way we have prescribed it.
We’ll have different server types so that you can choose between hardcore or casual.
We have non-static storylines and story writers have a reciprocal relationship with players. As players react to existing stories they will be come legend and lore and we will, in turn, incorporate them in future stories. Players will guide the course of our in-games stories. In effect, players will become our future stories. Because we have a reciprocal relationship with players and have different server types, stories will evolve differently on each server type.
This game is extraordinary with the level of interaction that players will experience. Most game objects can be manipulated by player characters. We are trying for reality.
Players will be able to create their own blueprints, recipes, and formulas, always bringing new and exciting things to the market that will stimulate the economy.
Item recycling is an available option in the event that the market is flooded by over production. Players will be able to breakdown items to their basic component parts and make other more valuable items. This lends itself to a more efficient and healthy economy.
Rather than punishing players who have broken policies, we have implemented mechanics to prevent common types of harassment and abuse of game mechanics. Players are not required to return to their bodies for resurrection. Therefore, camping for players is not possible. Players can only PvP enemies from opposing civilizations. Therefore, honour and purpose has been brought to PvP. Experience can only be earned by killing monsters and enemy NPCs; there is less incentive to kill players unless you are attempting to advance your civilization’s cause. Monster spawns are not point located but rather random in defined areas making camping for experience impossible. Local and global obscenity features have been installed to prevent common offensive language.
You’re only about six weeks away from launching Irth Online – guess you guys must be pretty busy?
That’s an understatement! We’re doing everything we can to make certain that this game has a successful launch and provides gamers with a rewarding and fun adventure. We have a team of dedicated professionals who, right now, would probably welcome a good night’s sleep.
Those were the words
Would you like to know more about Irth Online then don't hesitate to jump by the
official site, where you also can apply to join the open beta. Boomtown hosts the required client, you can download it
right here.
Irth Online is due to launch in a matter of weeks via Internet distribution.
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