Pirates Of The Caribbean Online Q&A
6:00 AM | Cord Kruse | Comment on this story
Firing Squad has posted a new interview with Disney Online's Mike Goslin about the upcoming Pirates of the Caribbean Online. The MMO will feature real-time combat, ship to ship battles, and a variety of other pirate themed activities. The interview examines the game's real-time combat engine, options for casual and hardcore players, and the target audience for the title.
FiringSquad: The game will feature real-time combat with the player's avatars. Can you tell us more about that and how hard was it to get real time combat to work in an MMO setting?The game is planned for a Summer 2007 launch. Check out the full interview at the link below.
Firing Squad: PotCO Q&A
Mike Goslin: We decided that for our audience it was important for the combat system be active rather than passive. If you fight with a cutlass, you can “chain” a sequence of increasingly damaging cutlass moves together by timing your swings. To fight with a pistol, you must aim at your target. The voodoo doll weapon must first be “attuned” to a target by striking them with it, but once attuned you can run away and attack that target from a distance by poking the doll or setting it on fire.
FiringSquad: What sorts of weapons will players get to use in the naval combat of the game and can you describe a typical encounter?
Mike Goslin: The primary weapon of sea combat is the cannon, and POTC Online features a variety of cannon ammunition including “Round Shot”, “Chain Shot” for taking out masts, grappling hooks for boarding disabled ships, and the devastating “Flaming Skull” to name a few. To keep the action going, cannons have very fast reload times.
A typical encounter starts with a blistering exchange of cannon fire followed by grappling. The pirate crew then swings over to the enemy ship and a sword fight ensues on the deck. When the enemy crew is defeated, they surrender their gold and the pirates return to their ship to continue adventuring.
Pirates of the Caribbean Online
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