Fury Interview

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We travelled to Auran headquarters in Australia, and sat down with Lead Designer Adam Carpenter to discuss their upcoming PVP MMO.

Is Fury really much different from all the other MMOs out there? What aspects of the game will make long-time RPG fans want to shell out their hard-earned cash?

I’d really have to say that the question is not “Is Fury much different…”, it’s “Does Fury have any similarities…”.

Fury is fundamentally a PVP game, but ours is not like PVP in other MMOs where ganking and unfair tactics run rampant. Fury is more like a sports game where competition between players is not only expected but desired. War Zone battles pit two equally skilled teams against each other in a competition to prove who the better team is. Like sports, there are no extreme penalties for losing and whether you win or lose, you advance and can do better in the next fight.

Just like with sports, the best teams will focus on pre-fight training and perfecting their mid-fight execution. We’ve designed Fury to be a game of player skill, and this skill comes at many levels.



Key areas to master include:

  • Incarnations – Pre-fight create the perfect incarnation for your role and team
  • Combat Mastery – Situational awareness, reaction time and game knowledge all have a major impact on who wins
  • Teamwork – Tactical and strategic coordination are critical for victory, especially in the largest game types
In terms of why gamers will spend money on us, they need to look at what their options are. In my mind, there are three fundamental types MMO/persistent games out there.

1.Standard PVE MMOs that has occasional PVP elements that were obviously tacked onto the design as an afterthought.

2.Persistent world PVP MMOs where the emphasis is on grinding levels as fast as possible so that your clan will dominate before all the casuals get driven from the server/game.

3.Fury with its focus on serious competition against well matched opponents.

Option #1 can make very good games. World of Warcraft is a perfect example of this and it’s a great PvE game if you like nonstop grinding, farming, and raiding. However, if you want to hop in and have a quick game or two, you’re pretty much SOL. Aside from browsing the auction house, or flying from point A to B, there isn’t much that can be accomplished without a few solid hours.

Option #2 can also make a good game if it’s done right. However you have to hope your server has at least 3-5 powerhouse guilds that refuse to ally. If it doesn't, then one group will dominate and the lion's share of players will quit within 2-3 months.

Option #3 - Fury, with its unique server architecture and game design, is different. Fury is a game about and designed specifically for challenging combat. It's a game where you can take real pride in defeating an equally skilled opponent. Above all, Fury is a game about fun at all levels, regardless of whether you are playing at the pickup, casual, or professional levels.




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