By Linda "Brasse" Carlson
MPOGD: Thank you for taking the time to answer our burning questions! Please tell us
who you are and what your position is within the Agency project.
No problem! My name is Hal Milton, I’m the lead designer on the
project.
The unveiling of The Agency came as a surprise to most, who thought SoE might
be working on a game involving the DC comic license. It is certainly a departure
for the company from any project that has been offered before.
MPOGD: Whose brainchild is this game? Where did the inspiration come from?
One thing we love about the game industry is that, given the number of
disciplines involved, it’s an inherently collaborative process. I joined the
former Fireant team after they had been acquired by SOE, and contributed a
number of treatments for different games. The one that seemed to resonate with
everyone involved a persistent online world of Agents and Intrigues. The game
then underwent a great number of changes, as these things are prone to do, from
the original treatment as it filtered through us and down to SOE-San Diego. It
finally evolved into what The Agency is today.
The inspiration came from the rich number of stories and lore surrounding
secret and not-so-secret Agents. Bond, Bourne, Bauer, Bristow, Baracus, and
plenty of other characters with a prominent B in their name, gave us a number of
models for activities, stories, and ongoing interests that would make for a
wonderful online world.
MPOGD: How long has The Agency been in development, and how many people are working
on the team now? Can you tell us who some of the Leads are?
The game entered into pre-production in the fall of 2005. At that point, we
were a couple folks shy of twenty people. We’ve since been in active development
for a little under two years and have grown to a little over fifty people as the
game’s production ramps up.
Our studio manager/executive producer/overlord extraordinaire is Matt Wilson.
Our Art Director is the inimitably fashionable Corey Dangel. We have the big
brains of Chad Barry, Alex Pfaffe, Tim Thibault, and Jeff Close and more leading
up other brilliant people in the complex development required for our title.
Jerry Schroeder is in charge of developing The Agency’s sounds and music. Then
there’s…phew…too many to list here. Great people, doing great things!
MPOGD: Is the choice between ParaGON and UNITE a stylistic one, or are there
significant differences to the way they play and the equipment they use? I don't
mean just adding new art to the same weapon and calling it something else, but
rather this faction can use "x", while the other cannot, but get to use "y"
instead.
Astute question! There will be differences between UNITE and ParaGON beyond
the distinct aesthetics of each side. The story arcs are different between the
two sides and there will be items, Operatives and more that will be exclusive to
one side versus the other.
MPOGD: What sort of interaction will take place between the two factions, UNITE and
ParaGON? Will there be a PvP component to the game? If so, how extensive or
pervasive will it be?
It’s important to note that UNITE and ParaGON are rivals, not enemies.
Normally, the two sides will have their own separate paths through the game
world. However, there will be points in the player’s career that they will come
upon a challenge that allow UNITE and ParaGON to join together to combat a
common enemy. There will be other points in which the two sides may be competing
for similar objectives. This concept leads into PvP.
Our PvP system is always up front and optional. You won’t have to worry about
a ParaGON agent camping a UNITE field office and shooting everyone that exits
the door. Instead, we’re introducing the player to a PvP Anytime concept where
they can take a break from their game and participate in a series of casual and
official matches on familiar and unique maps. In addition to this, peppered
throughout the player’s career, there will be optional crossover missions in
which they may want to watch their backs for any rival Agents in the area.
MPOGD: Is the world environment based on existing real world locales, with cities we
would recognize, or is this an alternate world? Can you tell us anything about
the setting?
We’ve based the world of the Agency off of the real world, but it is in the
end our own construction. Players will visit exotic locales within Eastern
Europe, Central America and more. They will also visit places we’ve made up
while interacting with a world of imaginary agencies and corporations.
One big decision we made was not to realistically model the game off of the
world or any current ideological conflict. There are more than enough games that
cover that very well, and, frankly, the real world is a little too depressing
for our tastes. We want to create a fun title that folks want to run to, not
away from.
MPOGD: One of the major downfalls of many near-future based games is that combat
just doesn't feel "right" – standing two feet apart and blasting away with
firearms seems very awkward. How will the combat play out in The Agency? Will it
be a twitch-based first person shooter game, more along the lines of a standard
MMOG, or something altogether different?
We are making a real action shooter for PS3 and PC. In other words, a bullet
to the head is a bullet to the head. You may have armor, or a gadget, or have
unlocked some special skills and abilities that allow you to avoid some threat,
but in the end every player is vulnerable to every other player.
In this respect, our power progression is very different from a standard MMO.
In a traditional MMO, the curve works such that a max level player could mow
down hundreds of entry level players and never take a single point of damage. In
our game, that Agent will be taken down by superior numbers, but he or she may
be able to take out a few extra thanks to their collected items, skills,
abilities, and Operatives.
We’ve got a few other tricks up our sleeves to allow folks without the best
shooter skills to get by, they may just take a little longer to build up the
access and influence needed to become a truly elite Agent. We’ll share more on
that as development moves forward.
MPOGD: I noticed mention in the press release of a "sports car" that Operatives can
build for the Agent. Does The Agency offer use of vehicles, either as temporary
or permanent equipment for the characters, within the world, or are these just
display trophies? Will driving/piloting skills be employed to any great extent?
If player-driven vehicles are used in game, will they be ground, air, water
or…other super-secret transportation technologies?
We do plan on supporting passive and active vehicle use by the player.
Passive is a lot like a griffin ride, to make it from one part of the world to
another. Active are full vehicle challenges, where players can race/chase/fight
enemies and possibly unlock PvP versions to challenge other players in PvP
Anytime. Our plan is to allow players to collect and upgrade a variety of
vehicles to make getting the best rating on a challenge possible, and to simply
show off their cool stuff. As to the types of super-secret and standard
transportation technologies…well, there are so many vehicles and so little time
… Expect us to provide the full details on this system as we get farther along
in development.
MPOGD: I noted the "fun now, no waiting" game-play touted in the press release –
will the game follow the same sort of model used in say, Planetside, where you
log in and can immediately find hotspots and travel to them?
We’re a very different game than Planetside, but the basic idea is there.
Players will be able to take a break from their career and jump into casual and
official game types, from the second they log into the game world. They will
unlock access to more maps as they advance their character, and there will be
some in-world fun that I’m not allowed to talk about yet.
MPOGD: MMOG players tend to invest a lot of interest in their personal avatar. How
much customization in appearance will be offered at character creation? Can I
make a short, stout, bearded female, for instance? I always wondered if a Dwarf
would make a good Agent – mercenary of course!
ParaGON Agent Brunhilda HammerHands? That’s a fun one. She would, of course,
have a huge advantage in shooter gameplay being so tiny…unless we made her much
slower or, say, wider than a standard model.
For the time being, we’re concentrating on good ole fashioned humans. You’ll
be able to choose your parent Agency, set your gender, and then select from a
variety of body types, heads, hair, colors, skin tones, and more to create your
Agent of choice. There will be additional customization options offered
throughout the play experience (find that tattoo parlor in Prague’s District 23
for a fun new design). We also plan on allowing people to optionally change most
of what they determined for their character. We’re a secret agent game after all
and plastic surgery is quite a common occurrence.
MPOGD: Operatives appear to be background employees of each agent, not really
seen in game. Are there any plans, either at release or post-release, for
maintaining support pets - call them squad members, minions or whatever - that
travel with you?
At the moment, we don’t have plans for player controlled Operative team
mates. If Operatives appear in the game as controllable team mates, we want them
to be better than good. That requires more than a little work to not just get
in, but get right.
To that end, we decided to not include them as controllable team mates up
front. Instead, we want to make the experience of collecting and using
Operatives as solid and interesting as possible. We are giving you the option to
have Operatives provide skills you can use during missions (calling up for
security bypass, an armor boost, a sat scan to ping enemies and more) and we
have a few other elements we’re developing that should pleasantly surprise
people.
Post-ship, we are definitely considering developing more team based
Operatives fun.
MPOGD: With the absence of classes to define a player's approach to the game after
the initial creation, what will encourage them to differentiate at all? How will
you avoid the pitfall of players coming up with the "ultimate build", making all
other characters inferior unless they equip exactly the same gear? I'd hate to
see the Agent Smith syndrome come into play, where all players are virtually
identical in stats and equipment.
We agree completely. The player has a series of specialties they can equip
and improve over time. This provides similar constraints to a traditional class
based system without forcing them to always be exclusively one class. Not every
specialty has access to the same outfits. Not every specialty has access to the
same weapons and/or gadgets. Not every specialty has access to the same skills.
Folks may come up with their optimal strategies for a given specialty, but there
is always another specialty that will balance out the field.
MPOGD: Is The Agency level-based, or is advancement through racking up additional
skills, money, prestige and so on?
It’s a little bit of both. Our goal was to create a system that gave players
the most flexibility from day to day play. The game is largely about shooting
and collecting people and things with an eye towards becoming the highest ranked
agent within your parent Agency with the most elite titles for your specialties.
Here’s a quick summary of standard progression:
To improve their Agents, players will take on missions for their parent
Agency. They’ll pick a specialty, put on an outfit, load up some weapons and
gadgets to use and then go out and do their job. At the end of the mission,
players will gain experience towards their overall Rank within their parent
Agency and possibly a new title for their specialty. New Ranks unlock access to
outfits, weapons, gadgets, Operatives and more. New titles unlock new skills and
abilities for your specialties. Finally, as you use your weapons and gadgets in
the field, you’ll gain experience that will unlock new skills and abilities for
those weapons and gadgets.
One way to sum that up is: Get dressed, go play, get better.
Operatives also grow over time based on the assignments you put them on.
Higher ranked Operatives will be able to provide more valuable goods and
services.
In addition, a number of other activities and progression elements I’d talk
about, but it just doesn’t read nearly as well as we hope it will play. We’ll
share more in the future.
MPOGD: Players may create "Joint Agencies" with others, which I will take to being
the game's equivalent of a clan or guild. Are there limits to how many players
can band together? What are the benefits to doing so?
We’re not quite ready to let loose all the details regarding Joint Agencies.
Yes, they’re our variation on traditional guilds. One bit I can leak is that
you’ll have the ability to share your Operatives on special Joint Agency
assignments that will unlock some very interesting elements.
MPOGD: With all the Operatives in our employ, will players have access to private
headquarters? Will they be very customizable with in-game items and features?
We’re still working out a number of elements related to this feature. Sorry,
can’t talk about this yet!
MPOGD: Tell us a little about the casino games. I have really enjoyed the gaming
tables in Puzzle Pirates, for instance. Will there be rankings, tournaments, and
so on?
Well, we’re trying to make sure that our mini-games function both as a casual
diversion for players and as an element for us to use for storytelling and
missions. I hate to do this, but we’re just not prepared to spill the beans on
this feature quite yet.
MPOGD: I see that your ESRB rating is pending, but you are clearly aiming for a more
mature audience, given that the flash introduction to the game at http://theagency.station.sony.com
requires you to enter your age to proceed.
What rating are you eventually aiming for?
The fact that we’re an action shooter may require us to have a particular
rating. Our internal goal is to make a game that is no more intense than the
average James Bond movie. However, being an action shooter brings along a host
of issues for us to work through. Our hope is to reach as many players as
possible with some fun, persistent entertainment.
MPOGD: Will this be a cross-platform game by chance, or will the PC and PS3 versions
be forever isolated?
There aren’t many technical reasons that the two platforms can’t play
together. However, our primary concern is making sure that we’re not
compromising the game play for one platform just so both can play together.
We’ll keep everybody up to date on this as this has been a question we’ve gotten
quite a bit.
MPOGD: Will The Agency become a part of the Station Access program?
I’d love to confirm or deny this, but we’re still developing the business
model for The Agency. Until we know which model is best for getting the most
people into our game, we’ll let you know.
MPOGD: What is your target release date?
When it’s ready. Terrible answer, but as a designer I’m required by law to
say that.
SOE is committed to making a quality title, and is giving us the time and
resources we need to realize all the cool elements we’ve been sharing (and the
others we’re keeping up our sleeves).
MPOGD: Here's a question I bet you didn't see coming – will you have an open Beta,
and if so, what is the best way to get on-board?
We will most definitely be having a public Beta. I recommend sending me large
amounts of untraceable gold bullion with the message, “The Monkey Is Under The
Hedge”. I’ll know what you mean. Trust me.
The other, more practical, option (yet far less interesting to me) involves
visiting our website and signing up for information.
When the time comes, we want as many people as we can get stressing all of
our servers and design assumptions to their respective limits. I can’t wait to
see you in there!
MPOGD: Thank you for bringing us this information!
Thanks for asking!
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