Jonric: Since you mentioned voodoo, is that your design's version of magic, and how does this element differ from other online worlds? The full article is available at the site below.
Mike Goslin: We will have a couple of voodoo weapons at launch, where the skills are comparable to spells. For example, the voodoo doll can lay a curse on an enemy or swarm them with insects. Voodoo is also what allows players to teleport to other locations and powers their compass, which points to "what their heart desires most" (e.g. a current quest objective).
We wanted to focus on the psychological and natural elements of voodoo in order to fit with the supernatural elements featured in the POTC films, which I think will give our game a different feel from other online worlds that feature magic.
Jonric: What kinds of non-combat activities will there be? How feasible will it be to advance a character without fighting?
Mike Goslin: The primary activities aside from combat will be treasure hunting, story questing and playing parlor games. These systems will be pretty deep, and a player will be able to achieve notoriety (i.e. level up) in them.
We decided not to focus on crafting for this game since it didn't feel very "piratey" to us. At launch we will have several card games including Blackjack and Tortuga Hold-em, as well as a number of treasure collections to search for.