Meta:Two Worlds Update Interview

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This Q&A was posted to the website IGN by Richard Aihoshi - 'Jonric' on February 2, 2007.[1][2][3]

Questions and Answers[edit | edit source]

February 02, 2007 - Many thousands of years ago, Aziraal, the god of war, fell in battle. His death deprived the Orcish hordes of their divine leader. Not long after, they were obliged to withdraw to the southern wastelands. Now, the location of his tomb is still unknown, kept well hidden by other deities who didn't dare entrust this precious secret to mere mortals. However, when a Dwarven mining expedition recently discovered an ancient holy place dedicated to an unnamed divine being, the world's most powerful factions all felt it might hold a clue to his undisclosed resting place. This possibility quickly led to many silent machinations, and the likelihood of the Orcs undertaking a crusade that would surely be bloody rises with every passing day. Unbeknownst to all though, a greater danger looms. The destruction of the entire world may be at hand.

This is the scenario in which Two Worlds will play out. A fantasy-themed RPG from developer Reality Pump, it seems to incorporate numerous features and elements worthy of our attention. For instance, it's described as offering players unprecedented freedom to shape the experience through their characters' actions. The storyline is said to be strong and non-linear, with meaningful side quests. The advancement system will support various careers plus the capacity to reverse choices through "career changers", and the magic system will be highly unusual if not unique in allowing us to assemble out own spells. The studio, although probably best known for its real-time strategy work including Earth 2160, previously released a rather intriguing cross-genre title, KnightShift. We recently had the chance to get a status update from James Seaman, Managing Director of the game's North American distributor, Topware Interactive.

Includes an exclusive screenshot


Jonric: To make sure the readers have an overview before we get into asking about specific elements, what is Two Worlds about?

James Seaman: Okay, let me start out by outlining a bit of the plot for you. There are two main groups you'll encounter, the Humans and the Orcs. The god of the Orcs, Aziraal was slain and banished by the other gods millennia ago. They locked him away in a hidden place they kept secret from mortals. With their god banished, the Orcs were in shambles. They moved into the Southern wastelands and broke apart into disorganized tribes...


Jonric: To what extent are you looking beyond this game to the possibility of an expansion pack or a sequel?

James Seaman: Right now we're totally immersed in getting the game ready for launch, we're really not thinking that far ahead. We'd rather stay focused on this and worry about expansions / sequels later.

At the opening of Two Worlds, Dwarves uncover a temple to an unknown deity while mining. The delicate balance of peace between the Humans and the Orcs is now at stake as a secret war begins to lay claim to this temple - both sides believe it could provide the clues to finding Aziraal. The ensuing battle tosses you, the hero, into the heart of this conflict since you are one of the few people that can actually unlock the secrets the tomb. Unbeknownst to most, there is another world where a dark force churns, gaining strength and weaving a plot of destruction. In the end, only one world will survive.


Jonric: What do you see as the major points of differentiation relative to other titles that might seem similar at first glance?

James Seaman: Where Two Worlds really stands out against other RPGs is that every decision you make will have a profound impact on how the game plays out. The idea is that the world is alive, doing its thing, and your actions are what will offset the balance and either quell or add to the upheaval.

We've included some dynamic and original fighting styles in the game, including some "dirty" tricks you can use to gain the upper hand on your enemy. The magic system allows players to create their own spells by stacking arcane cards. There are also different guilds you can join, which will offer you more options in character development.

Two Worlds - IGN Two Worlds Update Interview screenshot 1.jpg

Jonric: What kinds of gamers are most likely to find Two Worlds appealing, and what do you regard as the key factors that will determine how well it sells?

James Seaman: We tried to make the game as appealing to everyone as possible - new gamers, hardcore fans of RPGs and the casual gamer alike. We've included online play so that up to eight players (PC and Xbox 360 alike) can team up and quest together. You'll also be able to fight while riding on horseback, although it does take some practice to get it right.

As far as the game selling, I think it really sells itself. The action / RPG genre was really blown open by Oblivion, and we're trying to make something that'll bring the fans of the genre a step above and beyond what people have already experienced. I think the game will really take off once word gets out about the gameplay and the features we're including. The unparalleled ability to customize your character and the countless options in development of skills and abilities really make Two Worlds stand out in a crowd. And did I mention it's gorgeous to look at too?


Jonric: When is Two Worlds likely to ship? For which platforms are you developing it, and will the versions differ? Are you planning to release a demo?

Two Worlds - IGN Two Worlds Update Interview screenshot 2.jpg

James Seaman: Nothing has been officially announced yet as far as a ship date, but I can confirm we're releasing the game for PC and Xbox 360. With the abilities of the latter, I don't think you're going to see any difference between the two versions. We haven't included anything out of the ordinary in one versus the other; it's really just for players who prefer one platform over another. We're working on really detailing and fine-tuning the gameplay in the months leading up to the release. We're putting every effort into making it an outstanding experience.

We don't have plans right now for a demo.


Jonric: What's your perception of the current level of anticipation for the game? What have you done and what are you doing to build interest?

James Seaman: All the feedback we're getting from major gaming publications has been tremendous. So far, everyone that we've talked to or shown the game to has been really positive and psyched to see the final version. We're doing some community outreach with a development diary, and the fans are all about the game; we've seen some great buzz on message boards and the like.

To be honest, we haven't really done anything other than show people the game and describe what we're trying to accomplish. They've really taken it and run with it from there. There hasn't been a ton of information out there; we've really just been updating the official site regularly and keeping people aware of how things are going with development. It's easy when you have a game that you can stand behind and one that people are really into.

Other than releasing information and talking to people about the game, I think the buzz is feeding off itself in the fan community and that's great. The fact that we've kept a lot of information under wraps for a majority of the development time has allowed us to have a really strong unveiling.


Jonric: What do you consider the notable features and elements in Two Worlds that haven't received very much attention so far?

Two Worlds - IGN Two Worlds Update Interview screenshot 3.jpg

James Seaman: I think people have recognized the character customization / development capabilities of the game, but I think there are some other key elements they've missed. For example, something many people might not know is that even when you decide on a job and allocate your skill points, you'll still be able to change it. There are "career changer" characters located throughout the game, talking to them will allow you to change your choice.

Some other games let you do so, but you'll probably have to start from the bottom and work your way up. We've made it so you can free up some of your existing skill points from your previous career and carry them over to your new one. It makes experimenting with different types of characters less of a risk since you don't have to worry about screwing up a character you like or rebuilding from the ground up. It really speaks to the creativity of players; we wanted to make sure there would be nothing to hinder that.

Another thing is the story of the game and how influential it is depending on the player's choices. We've created a living, breathing world for the player to participate in. I say that because there is a twofold aspect to the story and how the game plays out. Having a completely interactive story is key to enveloping the players and allowing them to create a real bond with the world. They will take part in the main story, the conflict over the temple, and help the plot progress. However, they will still be able to choose their own quests, challenges, etc.

Whatever you do will have a profound impact on the world and you'll be able to see the repercussions of your decisions in every aspect of the game. You can even play all sides of the field. There's nothing saying you can't work for more than one faction in the course of the story, and there's certainly no rule against trying to get everything you can from them in the process. These aspects of the story are what we're hoping will really draw people in and get them deeply involved with the game.


Jonric: Has it been difficult maintaining the team's enthusiasm through the development period? What has kept you motivated? What are you most excited about now?

James Seaman: It's been a very long road from the beginning, but I have to say the team has been great. From the start, we wanted to make sure we were dedicated and driven to produce the best RPG on the market for both PC and 360. The theme we've had here is "if you're not having fun, there's a problem". We've all had our times when nothing was going right and things weren't 100 percent how we'd like them, but that's a part of life - and especially in development. As hokey as it sounds, being a strong team and supporting each other has been a huge help in getting the game done while keeping spirits high. At this stage, things are going great and morale is high, but I think the game itself is a testament to what a good atmosphere during the development process can produce.

I think right now we're most psyched about getting the game out to the public and hearing what they have to say about it.


Jonric: Why should RPG fans who haven't followed Two Worlds closely pay more attention to it as development progresses toward release?

Two Worlds - IGN Two Worlds Update Interview screenshot 4.jpg

James Seaman: If they're at this point in the interview, I hope everything I've said has got them interested in the game. The fighting styles, the magic system, the character customization, the storyline interactivity - everything about the game is unique, yet feels so right for the genre. We've taken a lesson from other RPGs out there, and have put a lot of time and research into hearing what fans are looking for; where other games fell short, we're aiming to please. The game really speaks for itself, and hopefully, fans of the genre can appreciate the new features we've implemented mixing with the core RPG elements.


Jonric: Are there other aspects or features you'd like to discuss further, or do you have closing thoughts of any kind?

James Seaman: I don't think I mentioned the magic too much. We developed a system that will allow players to create their own spells by stacking arcane cards. Basically, you'll collect cards that will each have some sort of spell or ability tied to them. You'll then be able to stack them to create new spells combining various others. It gives a simple, yet complex spin to things, and furthers the whole customization / interactivity theme we've tried to make a staple of the game.

It seems that the development team at Reality Pump is aiming to create a different kind of magic with Two Worlds as a whole by offering a game that will forge its own unique identity. Having tracked the title for quite some time, we're eager to see how well it will succeed in this regard. We thank James Seaman of TopWare Interactive for filling us in on the current status of the project and enhancing our knowledge of the kind of game we're likely to see later this year.

References[edit | edit source]