WO: Players gain experience points with every fight and they can exchange these for skills as they progress. Duel winners also receive orens, the currency from the world of The Witcher, and can use these to buy items. Defeated players might lose orens, but not necessarily. They might receive some orens after a fight even if they lose if the duel was really good. Players do not lose experience points if they’re defeated, because we don’t want to discourage them from trying new sequences of moves, character set-ups and so on.
WO: Our rank depends on our ranking points, which are calculated according to quite complex rules. We calculate the character’s level and experience points, but also the number of battles won and lost, honor points, etc. At present players focus on achieving a high ranking position and keeping it. However, we are introducing more functions that cater to users oriented to things other than statistics. This is evident in the game’s full version. We’ve also remembered those players who want to socialize, form groups and communicate with each other. There’s the shoutbox, but we’re also going to introduce guilds or clans in which players will gather and unite. Some users have already started establishing clans, so it’s more about making a formal change now.WO: At present Versus is based only on duels between players. However, we are planning to create a map of The Witcher’s world. We’ve already started working on it, drawing on the great experiences of CD Projekt RED. Once the map is ready, we’ll introduce NPCs, so players will get an opportunity to fight opponents equipped with artificial intelligence and to find and collect more items. Adding a map to Versus is quite easy. At present, the duel arena depends on the character class of opponents who challenge us. In the future, we want to introduce the possibility of travelling between towns that will also become combat arenas. I don’t want to reveal too much now, but changing towns will entail much more than just a change in the combat arena. Still, what’s most interesting is that any change in game mechanics we’re planning won’t force us to drop the game scheme we originally adopted, that is, the "play when you want" model. Despite the addition of the map, Versus will remain a game that you can play whenever you want, devoting the amount of time you want. You’ll never be forced to maintain constant vigilance or wait for something to happen.
WO: We plan to add some purchasable elements, though I can say that we’ll implement them in a way that prevents them from creating a huge gap between paying users and those who play for free. Our basic assumption is that Versus should remain free and that any purchasable elements will only help users manage the game or their character. Items available for purchase using real money will probably not make characters stronger, but might make them unique. Introducing purchasable elements will allow us to develop the game more dynamically. At present we have our eyes on creating a comprehensive MMO with maps, journeys, NPCs, so we’re looking for a business model to will let us do that. On the other hand, we don’t want the introduction of purchasable elements to prevent us from attracting new users, keeping the community together and supporting communication within the Versus community, which remains our chief inspiration. WO: The ranking is already common for everybody, so you can play against users from around the world. Apart from Poland, there are many players in Russia, Germany, the Czech Republic, Hungary, Great Britain and the United States. Our game is best-known in these countries, though there are also users in some more exotic regions like the Far East or Africa. Versus is international because it’s based on the open Internet. In terms of language versions, we already have three – Polish, English and Russian. The Polish and English versions were both produced in Poland, but the Russian version was created in co-operation with Noviy Disk and The Witcher’s fans in Russia, who are a powerful and very influential player group. We’re working on translating the game into other languages with fans of The Witcher in Germany, the Czech Republic and Hungary, so we should launch these versions shortly. Creating foreign language versions is not strictly about translating game messages and labels. We also need to open new chat channels where players can communicate in their native languages, using their own alphabets. This is very important for Russians, who use the Cyrillic alphabet. If we want Versus to become an international game, adding new language versions seems necessary. And our aim is to make it one of the most popular on-line games in the world. That’s why we’ll continue adding localized versions as the game develops. WO: I don’t want to give you too many technical details, but we’d definitely like to make the game available for as many phone users as possible. Of course, we’ll want to consider devices that have impressive capabilities, but I won’t name the makes and models that will give users access to the complete materials we’ll be preparing with CD Projekt RED. I will say they’ll include 3D graphics, animations, gameplay, etc. But we’re also targeting users with less advanced phones. I imagine the project spanning everything from text challenges for simple phones to a really complex version designed for the most advanced devices. One2tribe has a lot of experience in this area, as all the MMOs we’ve created thus far have been mobile versions. We plan to get the most out of this experience and make Versus available for as many mobile device users as possible. We want the owners of really good, advanced phones to be able to admire the full possibilities of Versus, but we won’t be excluding those people who use simple devices featuring Java or having no more than SMS capability.WO: Thank you, and all the best to the readers of gram.pl.
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