The Brian Knox interview
After successfully surviving the Smuggler's Hideout run (of which you can see two videos at the end of this piece), we sat down with En Masse producer Brian Knox for a Q&A that strayed off the beaten path and away from TERA's exhaustively analyzed combat system.
Massively: Much has been made of TERA's action combat. What can you tell us about the game's non-combat activities? Are there any aside from crafting? Is TERA a traditional MMO with multiple gameplay avenues or more of a combat-heavy game like Vindictus or DCUO?
Brian Knox: We always try to talk about certain pillars of the game, what are we better at, what are we different at. The action combat is by far one of those, and of course we've talked, and talked, and talked about it. I think community is really our other big differentiator; we're not a faction-based game. You're not forced onto a specific side. You're all part of a united federation, but within that, you can have your own political intrigue and drama. You'll be able to run for office, elect your peers, compete in battles to earn points to help put yourself into office -- and with that comes certain responsibilities.
So I think our political system/community is going to be really strong because it's going to be determined by the players. It's a lot more of a sandbox environment. You're going to have servers where everyone knows who this person is or "oh did you hear, that guy defected out of the guild and now he's part of the enemy guild," so there's not a pre-determined enemy that you have to run against. That's going to be a really big part of the game.
Many of our readers have mentioned the fact that En Masse has yet to actually define the term Westernization despite giving many interviews on the subject. What, specifically, is Westernization, aside from text and context translation issues? Does it involve any reduction of the progression grind from the Korean client?
It's an interesting term. It can be a lot or it can be very little. In the end, is the game going to appeal to the Western gamer, and what aspects of that are going to or not going to [be appealing]? So, it could be that Bluehole makes a completely Westernized game from the beginning and we don't change anything, but there's going to be certain aspects where we have to go through and say, "Is this going to fit our audience?" There are a lot of easy examples, whether it's text or localization, but there are more difficult ones when it comes to how people play the game.
People play the game differently in Korea than they play the game here. A lot of that has to do with the social situation; they're at cafes and we're all at home by ourselves, and that affects the gameplay in a pretty big way. Then there's also art and style.
We have one of the more controversial races, the Elin, which is the cute little girl, so we're going to be modifying the art on that to make it more appealing to the Western audience.
So it is a hard term to define; we struggle with it here. We keep talking about Westernization, well what does that mean? Let's put out the bullet points, let's do this and that. In the end, we just keep working on stuff. A lot of the things that we do end up just being integrated into the client in general. The game just launched in Korea, and there are lot of things in there that we've added that are now in their game. They have controller support, for example. It's not like we're holding specific things for the Western market. It is a hard term to define, so I can understand why that might be frustrating, but in the end, Westernization is making the game fun for a western player. That's probably the best definition.
We were at G-star in November, and we wanted to see the game, but the Korean team said, "Well, don't see our version -- it's not really the same, and we don't want you to report on that." Massively's not an "American" website per se, but we are English-speaking, and that was kind of a concern. So there is definitely a distinction between the Korean client and the English-speaking client?
Yeah, they're so pumped to get the game here and make it successful. It just hasn't been done here -- there hasn't been a Korean game that's just been a breakout success. Yeah, there have been some games that have launched and done OK, but over time, people have realized that they just weren't for the American market. So they're really motivated to make that happen. That's part of the reason I took the job -- their enthusiasm for being successful here.
A recent dev interview intimated that En Masse came up with the idea for controller-based functionality and then presented it to the Korean devs, who approved it and began the implementation process. Are there other examples of the American team influencing game design in this manner?
The achievement system is a big part of that. There have been a lot of little things here and there, like what if you did this or this. Simple things that [Bluehole] may not have considered because they've played the game a little bit more or because we play it in a different way... whether it's reducing the cost of this or that or making travel on foot a bit faster. The major ones for now are the achievement system and the controller support. Those are the big things that people see. There are a lot of little things, though. I've got this giant spreadsheet that has all the pieces, and we're at about 30% of those implemented into the game, signed off, and done. You'll start to see more of those come out later.
Are you concerned at the short amount of time it took for Korean players to hit the level cap once the game released?
Not really. I think the people that are playing here in the West already are really the hardcore audience. That's not the general populace. You want the game to be great for the hardcore players, but that's such a small subsection of the entire audience. We really have to go through our betas and our processes to see what happens.
If you're going to take the time to get on the Korean servers, play in Korea, and go through the hassle of paying a foreign currency, then you're kind of in a hardcore minority. There is some concern about [the speed], but I think the bigger concern is the endgame and what's going to be happening at endgame. We've got some big things coming up for that, and you know the way they launch games in Korea is completely different from the way we do it here. For them it's a gradual process whereas with the western market we have to have everything done from start to finish, so they can roll things out a little bit slower. So that will come over time.
Do you anticipate a short North American beta phase given the fact that the client has already undergone extensive testing prior to the Korean release?
Our beta will be a different focus. It will be a lot about raising awareness and hype for TERA, making sure the word gets out about all the cool stuff we have. En Masse is also building an entire platform, and that's all the stuff behind the scenes. It's the data centers, the customer support tools, the forums, the website, the billing integration, all of this stuff that we have to make sure works for day one, and you don't really think about it until it fails. So there's a lot of that type of testing that will go on.
At the same time, we'll be gathering feedback, and when that feedback is implemented, whether it makes it at launch or a month after, that will kind of depend. We feel like we've got a lot of solid feedback from our previous focus group testing, but the game doesn't end, so we've got to continue taking feedback over time.