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Jonric: What about quests? Are there various types? Do you have any GM-driven or event-related ones?
Nicolas Lamanna: There are two different types of quests, including "epic" ones that tell the story of the realm and involve favors for NPCs. While you can level without completing any, they offer great rewards.
One of the things we want to explore is the possibility of the realms being invaded. That was planned a long time ago, but hasn't been implemented it due to its complexity.They're currently PvE-only, but we plan to integrate it into the PvP by creating some that lead you to the War Zone, which is becoming the de facto place for the GM-driven ones we run as events, where players can participate and win extraordinary rewards.
Jonric: Do players derive benefits when they're in parties, and have you implemented any group-oriented features worth noting?
Andres Chilkowski:
Jonric: Without getting into fine points some readers won't understand, what would you like to say about your engine and overall technology?
Nicolas Lamanna:
Regnum's technology has matured with the game. As such, its requirements scaled from hardware that's three years old to current. Also, it's multi-platform, with native clients for both Windows and Linux.
Jonric: What about noteworthy features on your server side? What's the capacity in terms of simultaneous users?
Nicolas Lamanna:
The technology was built with a data-driven design, giving as the possibility of adding new content without having to resort to recompiles or long server downtimes.
Jonric: How do you communicate with and support your player community? Do you approach these critical tasks differently from other teams?
Andres Chilkowski:
As the game grows in size, and with a new community manager in place, this is starting to change, but we intend to keep this family feeling by going into the trenches, so to speak, as much as we can. As crazy as it sounds, many on the development team play the game and know various players in person.
Jonric: Since you brought up your team, would you care to introduce NGD Studios? How was it formed, and many are you? Also, is there much game development in Argentina?
Andres Chilkowski:
Our size has varied from five to 11 people during development; the average was seven. Right now, we are two separate teams, with 10 people working on Regnum, and nine more on a yet to be announced multiplayer game.
The game industry in Argentina is still in its infancy, but growing at an incredible pace. We hope you'll see and enjoy many more titles developed in our country.
Jonric: What do you regard as the primary reasons why fans of massively multiplayer games should consider trying yours?
Andres Chilkowski:
Jonric: What do you have planned in terms of improvements and changes that players can expect to see as Regnum Online moves forward?
Andres Chilkowski:
The other things are features that were left out due to time constraints, and of course, general polish, bug fixes and the eternal balance tweaking.
Jonric: To conclude the interview in an open-ended manner, do you have anything more to tell our readers at this time?
Andres Chilkowski:
If we assume the Regnum Online player community is as helpful and informative as Andres Chilkowski and Nicolas Lamanna have been in answering our many questions, that would be a significant reason to check out NGD Studios' massively multiplayer endeavor, particularly for those who enjoy inter-realm conflicts. We're grateful to both developers for the effort they made to enlighten us about its notable features and elements in this length two-part query session.
©2008-06-24, IGN Entertainment, Inc. All Rights Reserved
12:00 am PDT June 24, 2008