http://www.playforgewar.com/front-pa...-introduction/
Years of trying every new MMO to come on the market, diving into PvP as quickly as the game would allow, only lead to years of disappointment. We’re not just game developers, we’re gamers as well. While the games were technical marvels and showed proof of the dedication and professionalism of some of our closest friends, something was missing.
Looking over the forums of today’s most popular MMO titles reveals that due to the mechanics that have crossed over from the PvE side of the MMO template, PvP in these titles is easily confused with work. While our hats go off to the developers at ArenaNet for doing so many things right with Guild Wars, there still has yet to be a title released that has the strategy of MMO combat, the ease of access and low time requirements of a ‘classic’ FPS, and the reliance on player skill as the predominant factor in either victory or defeat.
We love MMOs for what they’re good at. We love the feel of a stealth class when done right. We love the skill required in kiting one or more opponents across an open area with a ranged class. We love them for the way that different classes can bring completely different gameplay to the player depending on which class they chose.
Unfortunately, we play them for PvP as the ‘best of what’s available’, not the best they can be. Endless grinds. Massive power gaps between new players and veterans based on the stats on their gear. There is no skill involved in two players performing the same attack and one hitting for 20%-30% less than the other. They’ve become so focused on their reward systems that they’ve lost the instant in and out accessibility of classic FPS games. The price they pay for being attached to massive PvE experiences comes through with each and every title.
FPS games on the other hand are stuck in the rut of simplistic gameplay. While they solve nearly every issue mentioned for MMO titles, they fail to bring the same combat experience that we’ve come to crave. There is no concept of interrupt. Stuns are limited to gimmick weapons if they exist at all. Resource management is nearly non-existent. The only thought you have is kill, kill, kill. The TTK, Time-To-Kill, is almost always extremely short. Fights become gib fests, not strategic battles between rivals.
It became apparent that to get the title we wanted to play, one we know we’re not alone in wanting to play, we needed to build the game we wanted. Our key goals:
- Class based
- MMO style abilities
- Even playing field for all players
- Skill is the only determining factor in victory or defeat
- Zero Grind
- Meaningful progression and customization without violating any of the above
There is much more under the hood we feel we’ve learned from more than a century of combined game development experience and almost as much time spent playing these titles as well, but these are the key facets behind Forge that make it the amazing title that it is.
All of this is built on the Unreal Engine 3 for amazing visuals and rock solid game experiences, realized in a world rich with its own lore and history. While we have a grand vision for where Forge will take all of us, we’re starting off with the purest version of Forge we can provide to let you, and us, play the game we’ve all been waiting for.