Aug 3

John Smedley Interview On Legends of Norrath

Category: FacetheNation, SOE, SOECCG

LegendsEarlier this week I emailed John Smedley at SOE about the announcement this week. Even though I hold this site to no journalistic standards whatsoever, I am nosey as all hell. Just ask my wife.

Discussion was had, email was exchanged. In the end, Mr. Smedley kindly consented to talk with me about their just-announced in-game card game, Legends of Norrath:Oathbound. He’s probably going to cover pretty much all of this stuff in his address to the Fan Faire community tonight, but I had a couple of nerdy specifics that I thought you folks might find interesting.

Here then, is Mr. Smedley’s ‘50,000 foot view’ of the game, and a discussion of the whys and wherefores of SOE’s newest ventures.

Update: Plenty of features on other sites on this topic. The San Jose Merc has the official press release and some commentary from Dean Takahashi. Crecente got to go play the damn thing last month in Denver, and the result is a longish hands-on with the game. To see it firsthand, there’s a trailer up on GameTrailers for the graphics-inclined. The official site has some great stuff on it, including a list of the in-game loot you can get from the first set of cards.

“Here’s the 50,000 foot view:

It’s called Legends of Norrath. It’s an MMO Card/Strategy game built directly into both EverQuest and EverQuest 2. It will allow EQ and EQ 2 players to challenge each other, or allow people to play from outside of either game and challenge people who are playing inside. The game itself is literally a part of both clients, and it’s incredibly fun to play. The first set (called Oathbound) has 375 cards. In addition, we have loot cards for each game that have some awesome in-game items, some of which are extremely rare (new mounts for example).

We’ve made it extremely easy to redeem stuff in-game and I have to hand it to the teams.. it’s very well integrated into both EQ and EQ2. We have a full tournament system and card store built right in. The cool thing is that you don’t have to buy things if you don’t want to. We’re putting card packs into both games as drops, so if a person doesn’t want to purchase anything.. they don’t have to. We’re also giving away starter decks to people day 1.

The game has been playable for many months now, and we’ve had the whole company involved in the game. It was developed out of our Denver office by the ex Worlds Apart team that’s now SOE-Denver. At Fan Faire we’re announcing we are allowing all FF attendees to be part of the closed beta test (frankly the game is ready to launch now.. but we want to let the community have time to give us suggestions) which begins right after Fan Faire.”

MMOG Nation: Just from a broad perspective, where did the inspiration for this come from?

John Smedley: Strangely enough, maybe three years ago we had wanted to do this and we bandied about internally, we kicked around the idea of doing this online trading card game. The problem we had was that we were too busy with creating expansion packs, and we didn’t have the expertise. When fate brought Worlds Apart Productions into SOE, it was just perfect. Immediately this was the first big project that we wanted them to do. They did Pirates!, and Stargate, but that stuff was background. This was ‘the thing that we bought the company for’, was to bring online strategy and card games into our MMOs, and make it a really integral part of it.

MN: So they’ve been working on this for how long?

Smedley: They’ve been working on this on and off for about eight months now, and really heavily within the last five. This game has been in-development and fully playable from nearly day one. It was designed by the team out in Denver, working with both the EQ and EQ2 teams. They provided all kinds of lore and feedback; we’ve got a bunch of Magic geeks here at SOE anyway, so it was kind of a natural fit. We have a [trading card game] design list inside the company, and people are playing the game all day giving feedback. It’s been a good experience.

MN: Obviously, the first thing you think when you think TCG is cost, so do you guys have plans right now for how much these things are going to cost?

Smedley: It’ll be $9.99 for a starter pack, although we’re going to give everybody one to start with. And then it’ll be $2.99 for a booster.

MN: How many cards are we looking at for starters and boosters?

Smedley: The starter set is a 50 draw deck, with 5 quests and an avatar on top of that, and then the boosters have 15 cards.

MN: Sounds like you have a pretty good price point for the cards. You mentioned there will be a client for playing the game outside of EverQuest and EverQuest 2; is that going to cost anything?

Smedley: Nope, totally free. We’re going to have that available about a week to two weeks after the game goes live for the players.

MN: Can you give us a sense of what the gameplay is like?

Smedley: Sure. The basic concept is that you’re going up against an opponent and there are multiple ways to win. You play an avatar, and your opponent plays an avatar, and the idea is you can either win by killing your opponent’s avatar or by completing quests. You can put certain quests into your deck, and you can use abilities to actually go after these quests. If you have a particular quest in mind you can use your ability cards to solve each quest. Your opponent, though, can also put down monsters and use abilities to block you from completing that quest. So you can take two paths: you can either try to kill the other person’s avatar directly, or you can try to complete things by solving quests. The idea is that you have strategic options in the fight.

MN: Will there be resources involved, is it more about getting cards from your hand directly?

Smedley: No, there are resources. It’s not quite like mana. You have a certain amount of power points you can spend each turn, and some cards can alter that. At its core there isn’t the same sort of resource usage that there is in a game like Magic: The Gathering. It isn’t quite the same. Cards have power costs to get them down on the table, and each turn you get a certain amount of power to spend. That is the limiting resource. We didn’t want there to be multiple resources, we thought that would be too confusing. One of our goals is to try to get new people involved. I’m constantly surprised by the number of MMO players who have never tried a TCG before.

MN: You mentioned that there will be rare loot cards with in-game items. Are those going to be more cosmetic, or will they have stats attached to them?

Smedley: They have some minor stats, but they’re primarily cosmetic. That’s the intent, for them to be cosmetic. We have some minor potions and stuff in there, but otherwise no. Our aim is to give a lot more loot with these things, let me give you some examples. In EverQuest, we’ve got a Shadow Panther, or a Snow Leopard, or a Mystical Kirin, or maybe a Seething Chimera, and then there’s some potion packs. These are simple potions, they’re not meant to be a big game advantage, nothing like that. There’s a lot of different things, like different coloured baubles that are available in the rest of the game. We want to give stuff, similar to the way that World of Warcraft is doing it, that’s cool looking but not very ‘game enhancing’.

One other thing to note is that we’re doing loot drops in the game, of cards. If you don’t want to you don’t have to buy a darn thing if you don’t want to. If you want, you can just go out there and kill monsters, and actually get cards that you can use to play in the game. They’re just booster packs, just drops of a booster pack, so you don’t have to buy a thing. You’re going to have to work for it, but the reality is that if you don’t want to spend the money you don’t have to.

MN: Is that going to be a fairly common drop?

Smedley: It’s definitely not going to be common, but the idea is that if a person doesn’t have a lot of money but still wants to play, he can spend time in-game to get cards rather than buying them.

MN: Are the booster packs going to be sellable via the in-game economy?

Smedley: Actually no. One of the things we’re doing is making it so that you can’t sell any of these cards. That would be problematic for us. There would be some legal issues around that.

MN: Will players be able to trade?

Smedley: No. Otherwise we’ll get into a situation where the gold sellers will get into this, and we’re going to stop that cold.

One other thing I did want to mention is how this ties into our plans for chatting across all of our games. Players who are playing the card game outside of EverQuest and EverQuest 2 will be able to chat with folks in-game too. If you know the name of a character on the server, you can challenge them directly. There’s a lobby system, and a tournament system; it’s pretty spiffy.

At Fan Faire we’re going to let everyone play it full-on, and everyone at Fan Faire is going to be let into the Beta for it. It’ll launch ‘when it’s ready, but it’s basically ready now. We’ve been going through internal QA for a while now, and it’s pretty solid.

MN: I’ve been wondering about the tournament system. Is that something you guys are going to be doing regularly, or a yearly thing?

Smedley: Oh no, this is more like daily/weekly. It’s an automated system and it’s really quite good. This is why we bought the Denver guys. They have a very sophisticated set of technologies. Frankly they’ve got a client that’s even better than the stuff they use for Magic: the Gathering Online, which I happen to really like.

It’s great tech, the game is fun. That’s what I really like about this. The game is fun in and of itself. To me, MMOs eventually get boring just grinding and killing stuff all the time. This is a nice option You can just go into a town and challenge somebody. You can challenge someone anywhere; if you just want to play a quick 15 minute game while you’re waiting for a group to get together you can do that.

MN: You have the automated tournaments; are you planning on doing anything more elaborate? Like ‘best in the world’ types of events?

Smedley: Yes we are. Organized play is going to be a very important part of Legends of Norrath. Our whole strategy is to do it all online, though. We want this accessible to all of our players. One of the downsides of having a physical game is the amount of work required to hold a tournament. With our game, it’s just going to be automatically downloaded to them. They can play completely online for free. If they want to pay they can, if they don’t that’s cool too.

MN: I found the EQ and EQ2 players playing together a great concept. Do you forsee anything else in the future having the chance to unite the playerbases of the two games?

Smedley: We’re going to see how this plays out. I’m kind of hoping that we can. Early on when we were developing EverQuest 2 we actually had a very cool linkage system. We were going to use that basic concept you’ve seen in movies before, where something in the past affects the far future. We wanted to have zones that were tied together through both games. This is kind of reinvigorating some of that discussion. It remains to be seen, though. If we see some good usage between the two games I think that’s something we might pursue. It’s kind of a cool idea.

MN: And the launch date is “when it’s done”, but that’s likely pretty soon?

Smedley: Likely towards the end of August, because we’re going to have a Beta. The Beta is really more to introduce it to people, really. Frankly we’ve given it endless internal testing here in the company. The final sequence is to let outside users play it, get feedback on it, and go from there.

We’ll just turn it on for them, it’ll already be on their system, and things will be ready to go from day one. They can play it for free with the starter deck we’re giving them. If they like it, great, if they don’t like it there’s no requirement to play at all. If they want to pay, great, if they don’t okay. Maybe they just want to collect cards in-game. I think it’s fun enough that I think there will be a pretty good take-up on it.

MN: Since I’m a blogger I have to ask the annoying question: What is your response going to be to the folks who are disappointed that this announcement isn’t a new, more traditional Massive game?

Smedley: Well, it’s not like we’re not announcing anything else at the event. People will have a chance to really see FreeRealms for the first time, and Agency. We haven’t really done that before for the fans. We’re releasing and broadening the knowledge of folks on these games, out beyond what’s already been in the media. I really want Fan Faire to become the place where we do this sort of thing. I don’t want to do “Gamer Days” or whatever. I want to focus on announcing games at Fan Faire in the future. Next year DC is going to be announced at some point, for example. I really want our fans to spread the message more.

I think EverQuest and EverQuest 2 players are going to get excited about this. Is this EverQuest 3? Of course not, but this game is going to have a real impact on the day-to-day lives of EverQuest players. It’s fun, it’s strategic, and in the long run I’d like to put gameplay ties into the cards as well. I’d like to build a meta-game, an overarching strategy. We’ll eventually do expansions, just as with the other TCG games from SOE-Denver.

I have a long-term vision of MMOs moving away from subscriptions, and I think one of those ways is to offer different ways to play. Imagine that someone got a drop of a card in-game that allowed them to play for free. That gave them a month of subscription time for free. That’s on our to-do list, it’s not in the game at launch, but it is something we want to put out there. Now that we have these tools in our arsenal, we want to start putting some really different things out there. Really use them.

For example, in the Agency the idea is that you collect ‘living loot’. You collect operatives. The mechanism for that is a card system, but this will open up other avenues for us to let people buy new things and also let us give people new things. I personally look forward to seeing things change with this over time.

MN: Thanks so much for your time, sir.

7 Comments so far

  1. brent August 3rd, 2007 8:17 pm

    Talk about getting the early notice.. you’re fast.

  2. KevinC August 3rd, 2007 9:38 pm

    Wow nice interview! Pretty intriguing there at the end when he talks about his vision for moving away from subscriptions. The idea about the card dropping that gives you a month for free is cool. There could be a lot of possibilities with that.

    However in the short term, having both the subscription revenue and the revenue from starters/boosters won’t hurt them any I’m guessing.

  3. cyanbane August 4th, 2007 12:25 am

    MN: Are the booster packs going to be sellable via the in-game economy?

    Smedley: Actually no. One of the things we’re doing is making it so that you can’t sell any of these cards. That would be problematic for us. There would be some legal issues around that.

    Nice, cleared that up. I was wondering how this was going to be worked around the Station Exchange servers. There would seem to be so many pitfalls if the card drops were able to be sold within the in game economy.

  4. WafflesFTW August 4th, 2007 6:56 am

    Talk about a major flop =/. Alot of people were hoping for a new MMO that was being stealth-published due to the fact ALOT of the current mmo’s suck =(. Not really sure that I know of anyone who would pay money for virtual cards >_>.

    -Waffles

  5. Matt K August 4th, 2007 10:10 am

    I’m trying to wrap my head around a CCG where you cannot trade cards. Isn’t that about half the point of a CCG? What are you supposed to do with the inevitable piles of useless duplicates you’re bound to accumulate? Are they going to implement bicycles in the EQ games so you can stick ‘em in the spokes?

  6. Genie August 4th, 2007 10:59 am

    I think you can trade cards in the trading card game itself, it’s just the tcg related loot which you get off monsters that you can’t trade inside EQ or EQ2. I watched the demo at fan faire though and it looks pretty cool. Beats doing nothing while you wait for your raid to get going.

  7. Scott Shepherd August 6th, 2007 11:59 am

    I found the no-trade trading card aspect pretty amusing as I related my loot drop experience in WoW to the potential in EQ & EQ2 now.

    Are players in both of those games now going to have loot whores crying about not getting the LoN card drops? Claims of people not playing LoN getting them like it’s a need/greed issue, or it being used as a virtual currency like you can take all the item drops but I get the LoN drops…

    Seriously, I really think this was an awful idea for SOE. Maybe some of their playerbase likes it, but personally I think it degrades the gaming experience of the MMO itself. A MMO should stand on its own as a fun experience in itself, it shouldn’t be confused with the addition of a micro-transaction collectable card game embedded inside it.

    If they wanted to stick LoN in their Free Realms micro-transaction MMO or something like that which is a open game or portal I’d say have at it, it’d fit their model and the $3 packs/$9 decks would further subsidize that model.

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