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Tuesday, January 3, 2012

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Guns Of Icarus Online Described
6:00 AM | Cord Kruse | Comment on this story

Light Speed Gaming has posted a new interview with Joseph Lieberman of Muse Games about the company's upcoming MMO, Guns of Icarus Online. The interview covers a variety of topics including more specifics about gameplay, classes, multiplayer, and the appeal of a steampunk setting.

Can you give us a more detailed look into how players will be operating the airships in Guns of Icarus Online and how that will impact the gaming experience?

We’ve had quite a few long, philosophical, late-night discussions about what is an MMO, what is an MMORPG, an RPG, a MMOFPS, a non-MMO -- an MO? -- and finally, what is Guns of Icarus Online?

One thing that’s clear is that this is not your typical third-person, open-world, mouse-driven MMO. We’re not Eve Online or World of Warcraft. What we’re doing is bringing team-based, match-driven, FPS-style play to what in the campaign mode will become a persistent shared world, with some more traditional RPG trappings like trade and crafting.

What that means is that your experience from the first person as a crew member on board a ship is always the core of the experience. While the captain may be more focused on piloting and taking a general overview of the field, using tools like maps and the spotting scope to gain a broader perspective, the gunner, who spends most of his time mounted on a turret and sighting the enemy, is all about the FPS view. The first-person perspective is also key for the engineer, who has to run around the deck from component to component to keep all parts of the ship in working order, paying much less attention to what’s going on outside of the ship than what’s on fire on the inside!

For the full interview head over to the page listed below.

Light Speed Gaming: Guns Of Icarus Online Interview
Muse Games
Guns Of Icarus Online
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