Norway is renowned for its scenic panoramas, but much of its terrain is rugged, consisting of mountains, lakes and fjords. As a result, early communities tended to be in coastal areas rather than inland, with trade and war conducted by boat. Around 800 AD, the development of longships made it possible to travel much greater distances. Powered by sail and oars, they were seaworthy enough to cross open waters. In addition, they had broad, flat bottoms, which meant they could navigate fairly shallow rivers to penetrate inland, which saved the warriors from having to walk as far in search of places to attack, or back with their plunder. The Viking Age that ensued would last until about 1100. During this period, the Norsemen ranged across most of Europe. They also found North America hundreds of years before Christopher Columbus did.
Within the massively multiplayer sector, Funcom is a pioneer in its own right, having launched Anarchy Online in mid-2001. Located in the picturesque Norwegian capital of Oslo, the company is currently busy preparing to launch Age of Conan - Hyborian Adventures, its endeavor based on the popular universe created several decades ago by renowned fantasy, action and adventure writer Robert E. Howard. We've been tracking this intriguing endeavor with mounting interest ever since it was first announced, looking forward to adventuring in the virtual lands of Aquilonia, Cimmeria and Stygia, which are based on Roman, Celtic and Egyptian themes respectively. So, when we were invited to attend a community and media event last week, we were definitely keen to go since we knew that doing so would give us the chance to speak with a number of the core developers.
Fortunately, they all speak English. This is a necessity. Norway's entire population is a mere 4.7 million. Since this means the country doesn't have many native game developers, Funcom's staff, which recently topped 300, includes recruits from more than 20 other nations. It's difficult to imagine the chaos if they didn't have a common working language, even though it's the first for only a relative minority. To those who have only experienced unilingual workplaces, this may seem rather trivial. It's not. During my time in another industry, I had occasion to work for a while in French. You get used to it, so it becomes easier over time, but it's not the same as working in your native tongue.
Funcom occupies most of a small office building in Oslo. Last Friday, that was the destination for another multi-national group consisting of invitees from France, Germany, Italy, Canada, the US, Australia and more. Just before we arrived, we were treated to a little show. A sword-bearing horseman rode up, declaring he would protect us from the dangers that lay in our path. Sure enough, an armed encounter ensued, involving another rider, a combatant on foot and a blonde female archer who bore blue painted markings like those of the brunette you can see on the official website, which was re-launched that same day. During the battle, I was pleased to have a few words with Anarchy Online Game Director Craig Morrison, formerly a Vault Network fansite editor.
Having survived unscathed, we had the opportunity to exchange greetings with a couple of the team members, Game Director Gaute Godager, who is perhaps best described as the primary holder of the project's core vision, and Associate Producer Morten Byom plus Product Director Jorgen Tharaldsen, Product Manager Erling Ellingsen and Community Manager Shannon Drake. Most of the other developers were temporarily unavailable due to morning meetings. We were told these take place every day to help maintain communication and coordination, both overall and within various strike teams that have been set up to focus on specific aspects of the endeavor; for example, one such group is concentrating on the experience during levels 1 to 40, while another is dedicated to the high-end game.
The presentation portion of the day began with a brief history. According to Godager, the project dates from about four and a half years ago. Back then, his thinking was to make something that would have a more active combat system than was common, and be story-driven, especially in the early portion. Among various licenses considered, Conan was available and seemed like a good fit. Apparently, it has been in a way that some properties aren't; the team has reportedly been given quite a bit of creative leeway to work within and adapt the rich background lore. A related goal has always been to capture the franchise's dark, violent, mature and not always politically correct mood. In this regard, we were officially informed that the ESRB's rating in North America will be an M, while that of the nearest European equivalent, PEGI, will be 18+.
Since it would require much more than just a single day to over a huge endeavor like Age of Conan in any real depth, the event was designed to spotlight certain elements. One was crafting. Each country - Aquilonia, Cimmeria and Stygia - will have a resource-rich playfield (Funcom's term for a zone) where tradeskills are the primary focus. The system itself will be quest-based. This not only reflects the previously mentioned emphasis on story, it also means players won't be required to make dozens or even hundreds of items in order to practice and improve enough to make dozens or hundreds of slightly better ones. Instead, we'll advance by completing tasks assigned by trainer NPCs.