The god MMO Skyforge aims for a fair payment system; skill should determine victory and defeat, not the size of the wallet.
The MMO Skyforge was the topic of a lengthy interview on mmogames.com with Eric deMilt, the Executive Producer of Skyforge, who, however, does not come from the Russian team Allods, but from the game studio Obsidian, the western partners of Allods.
Skyforge sounds more and more like a modern lobby MMO
In the interview, he discussed some details about the gameplay and the actual game flow. Skyforge increasingly resembles an MMORPG that applies more and more principles of MOBAs and MMOs. Similar to the MMO adaptations of major single-player franchises that aim to keep the “original game” as action-packed and brief as possible while seasoning it with some MMO gimmicks.
In the payment system, they aim for a low entry threshold. There will certainly be no direct “pay to win”; instead, skill should determine who wins or loses in the competitive part of the game – and not the wallet. At the moment, they are not yet thinking too much about what will be in the cash shop. Those are probably topics for later.
“Killing mobs and grabbing their stuff!”
Otherwise, many details in the game system are mentioned that remind one of current lobby shooters like Destiny. There should also be a “Central Hub” in Skyforge, where players can meet, interact, and plan ventures.
While typical kill and fetch quests should also form the backbone of Skyforge, they want to modernize them. Players will no longer need to return to the quest giver but can immediately collect their rewards. Players should be able to move as freely as possible: without checkpoints or rigid paths: “Basically, the games are about killing mobs and grabbing their stuff. That should make it as much fun as possible!”
Currently, Allods and Obsidian are looking forward to the start of the beta at the end of the year. They can’t wait to see what feedback players will give to the world. They are especially proud of the art design.
