GameZone interviews Phil Maurer for SNW
By Louis Bedigian
“You are given the option to create a party of three characters to explore and conquer the world.”
Everywhere you turn a new MMORPG is being made. This genre, which has changed the way the world views role-playing games, has brought about a new era of gaming. And it’s not just RPGs that are being affected – many shooters and strategy games are getting the “massively multiplayer” treatment as well.
Though other genres may have a shot at breaking new ground, players still get the best experience – and line up in droves to play – the more traditional MMO titles. Sword of the New World, a new MMORPG from K2Network, utilizes a new feature called the Multiple Character Control system. As you can probably tell by the name, this system prevents a single character from ever having to fight alone.

“In Sword of the New World, you don’t control a single warrior, spellcaster, or healer,” said Phil Maurer, Operations Team Leader. “With [this game] you are given the option to create a party of three characters to explore and conquer the world. That party can be made up of any combination of characters that you choose: Fighter-Caster-Healer, or Caster-Caster-Healer, or Fighter-Fighter-Healer, etc.”
Phil believes that this will be one of Sword of the New World’s defining factors. “This design aspect is truly unique and with so many MMO games coming out this year, we think this offers players something new and exciting that sets it apart from the competition,” he said.

Can you tell us about the different character classes?
Phil Maurer: Currently there are five character classes available to all players: Fighter, Wizard, Scout, Elementalist and the Musketeer. Each of these classes offer unique skills and abilities to help support other classes as you battle your way through the areas and dungeons in Sword of the New World.
The Fighter Class is a primary damage dealer and tank class, there are over 12 stances for this class that allow for some pretty exotic play styles. Currently my favorite is the Heaven or Hell Stance that allows the use of both a sword and pistol.
The Wizard allows for ranged damage, player buffs, crowd control, or a combination of the three depending on which stance you are currently using.
The Elementalist primarily is a ranged damage specialist, which has some incredible area of effect spells. Although most stances allow for some type of buff for your party.
The Musketeer is a unique class that specializes in a variety of ranged weapons with some incredible single target damage and area of effect spells.
Scouts are one of my favorite classes and I think will be the core to most players parties. Depending on the stance the scout goes from a healer, to a damage dealer, and/or a buff provider. What is really cool about this class is that in a few of the stances the scout will actually auto-heal the group members, reducing the workload of players trying to explore the more difficult areas of the game.
In addition there are 32 unlockable classes that players can gain access to as they complete quests or purchase them from our store. These unlockable characters have there own skills and stances, which will allow for even more freedom in play style using the Multi-Character Control system.

What are some of the special (and unique) techniques each class can learn?
PM: At high levels the Elementalists have the ability to train the “Lord of Elements” stance this allows for the use of the most powerful aspects from each of the Elemental stances, creating a very powerful (and useful) character.
The Scout’s “First Aid” stance gives the Scout the ability to auto-heal the group, as well as remove harmful de-buffs from the group. This is unlike any other class I have ever played. The freedom that this character in this stance gives makes you wonder how you ever played without one before.
Give us an overview of the game’s spells.
PM: There are hundreds of spells and abilities in the game, so this is a fairly difficult question to answer simply. I will say that all of the spells that players are accustomed to seeing in an RPG/MMO are present in this title, as well as some new spells and abilities that will open doors and allow for all new ways to play a game of this type. I cannot wait to see how players use these new tools to play and experience the game.
Let’s get into the PvE, PvP, FvF and CvC elements.
PM: PvE in Sword is pretty much what you would expect from an RPG/MMO with content for both solo players and groups. Currently there are five large dungeon complexes and a wide variety of areas that will scale in difficulty to above the level cap we have currently set for players, forcing players to utilize interesting tactics to explore these lucrative areas.
Sword of the New World has a pretty comprehensive PvP system to extend the already huge PvE aspects of the game. Currently there are three levels of PvP in the game. Family vs. Family, Faction vs. Faction, and a surprise mode that we are not ready to divulge at this time. The PvP aspects of Sword will be an opt in system for the players, so a player that does not want to enjoy this aspect of the game will not have to partake, although there will be some pretty significant advantages to fighting your fellow players.
The Family vs. Family system allows for two players to duel each other. What is neat about this system is that there
is a persistent ranking system that will be viewable in game as well as on our website.
The Faction vs. Faction system will allow groups of players to engage in battles with other factions. Factions are similar to what most players experience with guilds in other titles, except that you will be able to fight for ownership of certain areas of the game. Factions that have ownership of an area should expect to receive some very nice bonuses from capturing and holding these areas
The final system, while still under wraps, will allow for small groups to fight other small groups in an arena area. We are still working on creating all the details for this type of fighting.

A lot of RPGs, massive or otherwise, have been experimenting with different kinds of EXP and level up systems. Does Sword of the New World do the same, or does it follow a more traditional path?
PM: There is a leveling system within the game, similar to most RPG/MMO titles. The level cap is 100; however, characters also have skills and stances that can be changed easily within the game. These stances level at a different pace and have a level cap of 25.
In addition, spells are learned as you level up stances. While playing a character, you will be both leveling the character and the stance. So when you use a stance you will be earning “stance experience” also. This should also create a much higher level of diversity at the higher levels than I think most players are accustomed too. I am looking forward to the discussions on the forums as to which stance is the best with which group.
How much of a role does equipment and stat tweaking/customizing play in this game?
PM: Equipment has a very large role in Sword of the new World. Most stances require a certain type of item in order to be used. For example, the Fighter has over 12 stances currently, and each stance requires the use of a certain weapon. For example, the High guard and Low Guard stances require the use of a Sword and allow for use of the Shield. While other stances allow for only a Sabre type weapon to be used.
This will create some hard choices for players in the middle levels. While they may have a great sword for their level, they might want to use one of the other stances that require a weapon they may only have a low quality version of. This is not to say that weapons will be hard to acquire, as you will always be able to purchase low quality items from vendors.

The graphics look very promising. Could you tell us about any special effects (like spells) being planned?
PM: Everything is very close to completion. I can tell you that the Area of Effect spells (that the castors use) are VERY satisfying to use, not to mention impressive to watch. One thing that is different on this title is the incredible detail that has been put into the character models and animations. I love using the scout class and placing him in the dual dagger stance, zooming in and unleashing some of his skills that this stance offers.
Some of the other neat effects in this title are in the environments that you get to explore. The trees sway in the wind, flags snap on flagpoles and water seems to flow from the waterfalls present in many places of the game. This tied with the incredible amount of detail that was placed into the environment create an incredibly immersive and fun place to explore.
Sword of the New World is going to come in two forms: a free online trial version (available for download) and the full premium game (available at retail). How will the two versions differ? What will I be missing if I only play the trial version?
PM: We actually haven’t announced the details on the online versions yet. We will offer online and retail boxed versions, for which we will have specific details soon.
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