Interview with Wojciech Ozimek, president of one2tribe studio

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2008/09/18 12:45
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Saturday, 6th September 2008, 5:06 PM

Saturday, 6th September 2008, 5:06 PM

Saturday, 6th September 2008, 5:06 PM, Interview with Wojciech Ozimek, president of one2tribe studio

Łukasz Berliński, gram.pl: How did you decide to create the browser version of The Witcher? Wojciech Ozimek, one2tribe: At first the game was there to promote the ‘original’ PC version of The Witcher, but as we went forward with the project, it grew beyond our expectations. That’s why we, with CD Projekt RED, decided to make Versus a separate product line, a multi-player, browser-based version of The Witcher. This was made possible by the following the game generated – about sixty thousand users at present – and by the fact that Flash technology allowed us to introduce richer animations, graphics and music than we originally thought possible.

A considerable change – and one that makes the game far livelier – is the shoutbox, which lets players communicate at any time. This is a widely used option, with players using it to communicate in a variety of ways. They can send challenges, but also chat on multiple channels at the same time just like in IRC. The biggest difference between the beta and the commercial version are the huge changes we made in the quality of the graphics and the number of animations. This was another attempt to surpass the capabilities of Flash and to enhance communication between people. We strive to improve the graphics and increase the game’s efficiency, to bring all this to a new level, with the launch of each new version. At the moment we’re thinking about creating a version of Versus for mobile devices, and this is likely to happen fairly soon. We’re also thinking of using the new 3D capabilities that have been introduced in more recent versions of Flash. We want to give our players the “hottest & sexiest” in browser game technology, because that’s what distinguishes Versus from other browser-based games, which are usually simple, text-based and feature limited graphics.

WO: At the moment I would describe Versus as one of those games that’s "easy to learn, hard to master". What’s unique is its asynchronous nature, the "play when you want" system. Let me explain. Every player creates a challenge composed of a specific number of moves. He then sends this to another player who responds by constructing his own sequence of attacks and defenses. You might say that the duel resembles rock-paper-scissors, where you have to respond to an opponent’s attack without knowing what that attack is. However, the game becomes more complex as your character develops – tactics, combat psychology and more precise move selection resulting in deadly combos all play a more considerable part. The “easy to learn, hard to master” aspect is the most interesting, because it makes the game accessible to a huge number of players, regardless their occupation. Office workers who never play MMOs or even regular RPGs can join the game and master it over time. As a result, there’s no need for newbie protection – as you advance to new character levels, you simply start meeting more powerful foes and using more complex combos, developing game skills on your own. Another thing that makes Versus different from other browser-based games is that you can play it when it’s most suitable to you, answering challenges when you want to. You can issue a challenge while at the office and see the response when you get home, then maybe send out another challenge. But you don’t need to get up at 3 a.m. to make sure some hostile fleet isn’t plundering your planet and you needn’t fear that someone will ruin your town while you’re on vacation. It’s a “play when you want” game and its mechanics are well adjusted to that. If you don’t want to respond to a challenge immediately, you don’t have to. All this makes the game friendly for users who are still at school and play during breaks, and for working people who need to find time to play between their daily duties.

WO: Players can’t challenge another user twice at the same time, that is, they can’t spam another user with challenges. If an opponent fails to reply to your challenge, the system won’t let you send another challenge to that same player. There are no other limits at the moment. You can receive a mass of challenges and respond to them whenever you want. Of course, permanently ignored challenges or frequent challenge rejections (which are also possible) might pose a problem. To avoid this, we have introduced honor points. Whenever a player rejects a challenge or ignores it for too long, he or she loses honor points and drops down in the ranking. This mechanism blocks antisocial behavior. It’s not very restrictive but it definitely makes the game more dynamic for all involved.

WO: At present there are three character classes: sorceress, witcher and frightener. The latter is probably most interesting, because seldom can you choose to be a monster in such games. These three classes seemed to provide the most diverse array of choices. The witcher, of course, fights with a sword, though he can also use amulets, alchemy and his magic Signs, that is, all the things we know from the PC version. The sorceress uses different spells, which she can also apply temporarily to improve her skills. The last character is the frightener, which we can be mutate in many different ways, improving its armor or fighting skills – that’s what monsters like best. Each character is designed for a different kind of combat, but we can still develop them in any direction we want: our sorceress might specialize in strong blows, our witcher might excel at magic. It’s up to the player.

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.

GramTV przedstawia:

As far as levels are concerned, I don’t want to reveal too much about our future plans, but we’ll continue adding levels and items to provide for varied character development, as occurs in most other on-line games. We’ll make sure advancing always remains possible. It’s important to remember, however, that character level does not determine your rank – you can have a lower experience level but still be quite high in the ranking. It all depends on how you play, how often you fight, how honorable you are and how you actually choose to duel. We’ll also continue adding rankings in the future. The current ones can already be sorted by various criteria, but the new ones will be more specific. They could be event-based or apply to specific game periods. We’ll do this in an effort to encourage players who are low in one ranking to try and do better in other competitions, events and so on.

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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