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0 Pre-Open Beta FAQ




Note: The more complete, though outdated, pre-"open beta" FAQ may be found here.

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» 44. World/Setting/Theme
+ 44.1.  What is the setting for Vanguard: Saga of Heroes?
+ 44.2.  What can you tell us about the world of Telon?
+ 44.3.  Can you describe Kojan?
+ 44.4.  What is the role of women in the lore Telon?
+ 44.5.  How big is the world?
+ 44.6.  Is the world seamless or zone based?
+ 44.7.  Just how seamless is the world? Are different zones really divided by impassable mountains?
+ 44.8.  Does that mean the oceans are big and seamless too?
+ 44.9.  Will there be underwater adventures?
+ 44.10.  What is Sigil’s feeling on Instancing and the use of private, virtual spaces?
+ 44.11.  Will the environments still feel as unique as they do in zone based games?
+ 44.12.  What kind of attention to detail are you giving the terrain and buildings of Vanguard?
 44.13.  How much content will the world have?
Last updated: 2006-02-17 14:44:51 [ sharable link ]

Our goal is to provide interesting and varied content for the different races and classes as well as plentiful content for the level range we support at launch. As mentioned, we believe 'Content is King' -- we certainly realize how important it is to MMOGs and how many have struggled with providing enough to do at launch or soon thereafter.
Source: Official FAQ


The world is very big, and very full at the same time.

I just finished populating a 2km by 2km area with no less than 4 dungeons, and major POIs tied together in what I like to call an "overland dungeon".

In all honesty, the size of a pop team that could do three Madagascar size continents, all by hand, and with VGs density would be prohibitively expensive at this time.

You "could" have areas that big, but if they are empty, bland, and boring what is the point? –
Source: DeNaut


Truly, that's always been the concern -- that things are too big and/or too sparse and we've been focused from very early on to mitigate those risks as much as possible.

One thing is certain, the bigger the world you make, especially if seamless, and the more you want to focus on meaningful travel, the more you also need to focus on mechanics that KEEP players and friends together. One without the other is bad, as you obviously get frustrated and have problems with critical mass.
Source: Aradune Mithara

Just to manage expectations, because of both the larger world size relative to other games like WoW, and because of our stressing and reliance upon vehicles (horses, ships, caravans, and other mounts). the density of content, points of interest, etc., while still interesting and compelling, will not be as dense as, say, WoW. Things are more spread out because of the size, importance of travel and vehicles, and because of the truly seamless nature of the world. Additionally, the way our engine works, we can patch in new content to existing land masses, and so there will naturally be some areas that are more barren in terms of content relative to other areas so that we can expand not just in terms of adding new islands or continents to the world, but also so that we can expand the world and content in general in the 'known' world, or what will be likely called the 'old' world after major expansions are launched.
Source: Aradune 02/17/2006



+ 44.14.  With the increase in size we are also getting used to seeing an increase in navigable terrain?
+ 44.15.  How much of the content will be hand-crafted?
+ 44.15.1.  Will the world be too big to properly provide content?
+ 44.16.  Will there be different types of environments?
+ 44.17.  Will there be outdoor expanses?
+ 44.18.  Will there be dungeons?
+ 44.19.  Will there be cities?
+ 44.20.  What are you aiming for with these cities?
+ 44.21.  Is there are lot of distance between these towns? Will they be too far for me to travel to?
+ 44.22.  Will there be an overall story line that covers the span of the game?
+ 44.23.  Where would you say most of your inspiration for the design of the Vanguard world comes from?
+ 44.24.  How many moons?
+ 44.25.  Is there weather?
+ 44.26.  Will weather affect game play?
+ 44.27.  How dark is the night? Are there dark dungeons?
+ 44.28.  Can we alter the landscape/deform the terrain?
+ 44.29.  Does the light change at different times of day?
+ 44.30.  What kind of effects will you be using to bring the world alive?





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