GN: The concept of a Stargate MMO seems to be pretty good since you can basically use the Stargate to gate out to wherever. How is that being incorporated into the game?
Chris Klug:: Because we want to try to craft the player’s experience, initially you’ll get gate addresses you can use and over time you’ll accumulate a bunch of gate addresses. Once you do that obviously you can travel to whatever world you have the gate address for but we’re using them sort of as carrots to entice the player to move forward and get gate addresses to worlds they want to go to.
IGN: Could you just give a very general overview of where the game is set and how it relates to the TV show, or TV shows?
Chris Klug:: It’s set in the same universe at coincidental places in the timeline. You’ll meet characters from the show in the game, you’ll be able to talk to them, they’ll give you missions, you’ll be able to play characters on either side -- the good guys and the bad guys.
IGN: Why is it more robust and deep?
Chris Klug:: There are many more abilities. Instead of being adjuncts to your character class like in WoW, they are the things that you do every day. So what happens in WoW typically, as a Druid, you get a certain skill, you get a certain spell list, and in addition to that you get talents that modify that spell list. In Stargate Worlds what happens is that the abilities are the equivalent of the spell list or the attack types, and you are picking your way through areas of specialty in those ability trees that define your character.
IGN: The archetypes themselves are self-contained then? At no point in the game can you merge archetypes?
Chris Klug:: Correct.
IGN: How’s PvP going to work?
Dan Elggren: With PvP we’re looking at sort of a staggered launch. We’re going to start it off with some servers that are going to go through and just have the [PvP] flag turned on. We’re going to slowly bring in events, battlegrounds, and that sort of thing, but it’ll be staggered as the game progresses and grows.





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