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Title: Fury Interview Date: 2007-09-29   
Author: little_shiba 
Fury Interview
Developer Auran has decided to jump into the MMO genre with a game that blends fast-paced action with RPG elements and chucks the mix into a pure-PVP environment. Welcome to Fury.

Auran founder and CEO Tony Hillman describes Fury as the ultimate player versus player experience.

"We have set out to become the number one PvP game where people come to test their skills as an RPG player", he's whispered in our ear.

And he's got plenty more to say on the game and indeed the MMO genre in general, as we found out when we caught up with him for a chat.

Read on to find out what he has to say, and be sure to eye-up an exclusive Fury trailer which is viewable via our video player...
Expectations the gaming marketplace now has for MMO games are extremely high. How are you meeting that challenge with Fury?

Tony Hillman: WoW has certainly raised the bar when it comes to traditional MMOs. We looked at their budget and success and decided we didn't want to compete head on, so we said "What can we be best at?" That is when we decided to focus on being the number one PvP game in the market.

So would you describe Fury as an MMO evolution or revolution? Why?

Hillman: Our goal is to start a PvP revolution. However, I think Fury is simply an evolutionary step. We have made Player versus Player combat the central focus of our game. We have eliminated all the boring bits and put all the rewards and loot into a PvP context, and surrounded that with a backstory that motivates players to fight.

In Fury, competition is key. In our focus on competition, we've taken lessons learned from FPS games and brought them into an RPG style combat system. It's similar but different, therefore I think ultimately we are evolutionary.

The MMO space is becoming increasingly crowded. Do you think it's expanding too rapidly and that many of the ventures are doomed to failure? How are you avoiding this with Fury?

Hillman: I hear this a lot and I don't get it. In the West, there are 2,000 games released a year and 10 of them are MMOs. How does that make the space crowded? Of course making MMOs is harder and more expensive than other genres, so there are certainly many failures along the way - probably more so than other game projects.

Once again the key is focus. If you create a WoW clone in a different world setting, you have to ask yourself "Why will people give up their character? Why will they give up their 1,000+ hour investment just to start again when they play your game".

Fury is different. We're not a full subscription game, and we expect that many people will play Fury as "their other game". This is much like gamers do with an FPS they play only at lunchtime or after work.

What would you say is the magic nut that's yet to be cracked by developers in the MMO genre, and why pick that?

Hillman: The magic nut is a mass market "game" that appeals to a broad range of people. The Sims achieved the magic nut offline and someone will crack the nut online. I'm pretty sure it won't be very "game" based (The Sims is more of a sandbox) and I think it will involve music, chat, cool clothes and all that type of stuff - certainly no goblins.

There's an opinion amongst certain MMORPG developers that what I'll call the current generation MMORPG feature set - as seen in World of Warcraft, etc - has reached its peak and that it's now time to move on and innovate in the genre. Would you agree or disagree with that - what's you're own opinion?

Hillman: I 100 percent agree - Fury is the future!

Seriously though, WoW will be around for many, many years to come and so will the traditional MMORPG genre. What we will see more of, is new MMO genres such as MMOFPS/MMORTS/MMO .

Online play is a way of life and RPG only won't sustain the demand or expand the online genre.

What does innovation in the MMO genre mean to you? In what ways would you like to see MMO games change?

Hillman: Another easy one to answer - innovation = Fury.

I was recently on a panel at the Austin Game Conference discussing innovation. The consensus was that it's risky to stray too far from what is tried and true. There was also a feeling that done right, innovation was the path to a pot of gold at the end of the rainbow.

To me, innovation is about taking the broken bits of current games and trying to fix them. With Fury, we said that there is too much downtime in many MMOs today, so what would happen if we got rid of all the travel and FedEx questing and replaced it with fast, fun combat. Whether that step is too innovative for some, time will tell.

This news is from: http://www.computerandvideogames.com/article.php?id=172766
Tags: Fury  
 
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