Large Content Update has Ymir's Pass, New Dungeon
This week, Funcom launched the biggest gameplay content addition to date on the live servers. The free update contains the new outdoor area of Ymir's Pass and includes a new dungeon - The Amphitheatre.
Funcom has released a ton of information regarding the update. Quest Designer Joel Bylos has discussed the design process in a bog entry and an interview. "We saw that many players felt the game’s content got narrower once you passed level fifty. Ymir's Pass fits nicely into that niche and allows players to advance their characters through content, rather than grinding," he said. The full interview can be found after the jump.
Once you've read how Ymire's Pass and The Amphitheatre were designed, you can check out this in-depth Guide to Ymir's Pass. Also, even though this update is brand new, Game Director Craig Morrison has already written a letter focusing on future updates. Two new dugeons will be coming in the next one for maximum level players, and the Tarantia Commons outdoor playfield will see the light of day in early 2009.
Joel Bylos speaks about the new playfields 'Ymir's Pass' and 'The Amphitheater of Karutionia."
1. Why did you choose Ymir's Pass to be the first major gameplay content update?
Well it was a combination of things. Firstly, the launch product had content issues that needed to be addressed. We saw that many players felt the game’s content got narrower once you passed level fifty. Ymir's Pass fits nicely into that niche and allows players to advance their characters through content, rather than grinding. Secondly, the groundwork for the playfield had been laid before launch. There was a wealth of resources already in place for us to draw upon as we designed.
2. What did you learn from the development of Age of Conan and how was that useful when creating Ymir's Pass?
Ha! What didn't we learn? There was a lot to draw upon, both from our own data and player feedback. We learned what worked. The difference between a game in production and a live product is that when you have a live product you can really see what people like and dislike. In production it tends to be more of a risk assuming that you know what people will enjoy. Some more specific examples would be:
- More playfield events (earthquakes and Atali) are some examples.
- More interesting boss fights (I'm looking forward to hearing how people tackle the Devourer and the Dimensionalist!)
- More interaction with the world (Players get to re-grow trees and splash the blood of their enemies on a doorstep)
3. What can players expect when they first enter Ymir's Pass?
An earthquake! No seriously, we wanted to get a unique hook into this area. Ymir's Pass will hopefully grab players right from the start and not let them go until the story is told. Of course, keeping a narrative flowing in such a free form environment and ensuring that players don't feel pushed is a great challenge. The earthquake mechanic is a gentle reminder to our players that there are great events going on and they can take part.
4. Tell us a little bit about the story of this area and what role the players will have.
The storyline ties together some elements that I felt were unexplained in the game at launch. Why were the Vanir making war on the Cimmerians, but not on the Stygians in those areas? Why would they care about Thoth-Amon's agenda? To a certain extent the player takes the role of restoring balance to the region. There are many facets to this; imprisoning the Ghost Kings of Karutonia, killing the loggers who are cutting down the forests, destroying a Frost Giant Shaman who cast an eternal spell of cold and, of course,
Freeing the Frostfather. Every quest ties into the storyline and a player who does them all will have a greater understanding of the region and its people. Oh yeah, and players who have been wondering who the Raven is are in for a nice surprise!
5. There is also a new dungeon included with Ymir's Pass - how does this Dungeon differ from all the other dungeons available in Age of Conan?
The Amphitheatre is a far more focused experience than some of the other dungeons. The player is there for a purpose and that purpose is a very visible part of the playfield. The gameplay in the dungeon is very exciting - I don't want to give away too much but there are objectives that the player must take care of if they wish to complete the dungeon successfully. The boss fights take advantage of the environment and there is no tank and spank in this place - you'll need to use your wits if you want to survive.
6. What is your favorite little detail about Ymir's Pass, Joel?
In one of the quests, players will be asked to use a magical potion to re-grow trees. It is possible, with enough friends, to create a forest. I'm looking forward to seeing the ways that players use the mechanics that we give them. And of course there is the Raven. I know a lot of people felt frustrated by that quest, but I intentionally left it open when the game launched. MMORPG's are games that continue for a while, and I think having a story that can be continued throughout future content updates is important. In Ymir's Pass, we're letting people have another piece of the puzzle.