In September 2013, Brad McQuaid let itslip on Twitterthat he's gone from SOE and on to a new project. He made the vague reference that it relates to previous tweets about a niche MMO with a smaller budget not geared toward the mainstream. The project was eventually announced as Kickstarter-bound and Brad had assembled a new team. Legends say a ninja warrior caught wind that the game was to be called Pantheon: Rise of the Fallen.
Pantheon is set to launch on Kickstarter sometime in January of 2014.
1/13/14:Pantheon: Rise of the Fallen by Visionary Realms, Inc. Kickstarter
Work in progress on the OP, will be updating with more information.
Bigdogchris compiled list of requested features
Brad looks at the past and the road ahead
On feature creep:
This game has a target audience -- it is not designed to be a huge all-things-for-all-people game. It needs to be focused, and that focus needs to be making sure we're we're making a game that that audience wants. This game will be smaller, it's feature set specific, and the focus will be on making it fun first for that audience. Feature creep would destroy this game, period.
Quite possible. EQ was done in 3 years for around $8M. March 96 thru March 99. We peaked with about 23 people but most of the time had fewer than that. The tech was primitive by today's standards. The tools probably wouldn't even be called tools today. And the people? We were clueless but determined
We have some 'modern' ideas, one of which I really like. But I'm not going to get into it until we have it implemented in-game so we can really try it out. If we don't end up liking it, there's plenty of tried and true mechanics we can fall back on.
FYI, we are not planning on using a dot system like VG did. This could always change, but that's the plan right now.
All I can say right now is PvP is a stretch goal. If we raise enough $$ we want to implement it correctly. We don't want to just hack in a quickie PvP system. That's really how we're approaching a lot of major features -- we're making sure we have the time and resources to do this stuff right.
If you're a cleric, you're a cleric. The finding of exotic abilities and spells is going to be a lot of fun. But it's still subject to a solid class based game. It allows you to customize your abilities to some degree (a meaningful degree) but it's not true multi-classing. You're a cleric who has some cool spells that many other clerics may not have. But you're still primarily a cleric and have a role to play. I'm just throwing out numbers right now, but it will be something like you're 90% cleric and then 10% something a bit different because of some crazy rare abilities or spells you've acquired by taking some risks in the depth of a dungeon.
Let me know if that makes sense.
Let me know if that makes sense.
Yes, Pantheon will have ot/dt and likely some other more sophisticated means by which you can group certain players or mobs together for whatever reason you come up with.
Agreed. If we do something like this, it has to be done carefully and *meaningfully*. We want the feedback of players who are already drawn to the game. We don't need feedback from people who don't like the game and just want to change it into something else (WoW, etc.) Gathering that kind of data doesn't help anyone. Nor should any of you worry that suddenly a big group of people pop up on our message boards, demanding we fundamentally change the game, and we listen to them. That's simply not going to happen.
Yes, and it's even possible that in order to achieve your next level, that you'll have to go through a dungeon, perhaps one that wouldn't let you in before, and complete some 'Achievements' in order to advance. Like I've hinted in the past, our Achievement system will be integrated into how you reach your next level, unlike other games where they're just 'cool' to unlock. Unlocking them in Pantheon will have meaning.
Jason Weimann-- But seriously, do something with that Twitter that isn't ad related.
Ben de la Durantaye
Pantheon Twitter account
The concept art