Forsaken World – Features Part 1

Ok, I have said before that I will most probably be too lazy to translate the game’s features, but here I am with Part 1… Let’s move on. Forsaken World is Perfect World Entertainment’s 2010 blockbuster MMORPG, with developers from various countries taking part, and also the first to get Perfect World North America involved in the production process. In this post, I will be giving a brief preview of some of the features (subject to change) and hopefully, Part 2 will come soon.

Instanced Maps

The development team sought the opinions of veterans players regarding instances, as some players prefer them to be fast-paced and exciting, while others believe instances should be set at a slower pace and to enjoy at their own pace. With several thoughts in mind, a “new” breed of instanced maps were developed.

1. Preference of instances. As not all players may like certain instanced maps/dungeons, by level 30, there will be a total of 6 instances to choose from. These 6 instances range from adventure, activity, mini game and high rewards, meaning each instances will have different uses for different players.

2. Innovative instances. Some instances, like the Circus, do not require players to kill any mobs. This special instance test players’ control skills, speed of reaction, team spirit with party members and even players’ character. By solving questions, puzzles and obstacles with teammates, players can also reap fabulous rewards.

Circus


3. And of course, there will be the old-school instances for players to team up and complete. Current instances include (pardon my direct translation) Kings’ Valley and the Lost Watchtower. These instances opens every hour, allowing players to explore, defeat bosses and gain various rare items. Of course, these instances all have different levels of difficulty, some may require a full party to be able to complete. Each instances has its own unique storyline and plot, but that will be another day for me to translate… (god I’m lazy :p)

Kings’ Valley

Lost Watchtower


Spirit Pet System

Yeah I know the name sounds kinda corny, but it is directly translated, so spare me the wordings lol. After players kills mobs, a spirit like creature, seen below, will sometimes spawn. Players will be able to obtain a skill to capture these spirits and tame them as pets. I am not very sure if they can eventually be “revived” and regain their lively colors, but having a spirit pet ain’t that bad too. Different spirit pets takes a different amount of time to be tamed, with the good quality ones taking a much longer time.


After these spirits are tamed, players can proceed to confirm a spirit contract with them. In order to learn new skills and strengthen, players will have to proceed to the “Monster Pet Academy” (once again directly translated) and challenge an instance to get them. As you might have read previously, the pet AI system used in Forsaken World is a rather advanced one, so its a feature to look out for.

Monster AI System

If you are not well versed in gaming jargon, AI stands for Artificial Intelligence. In Forsaken World, the monster AI system is a rather advanced one, so killing them will not really be a piece of cake. No longer will they just stand there and let anyone attack them! Inviting 2 behavioral experts from Princeton University, Perfect World Entertainment developed the AI system with over 40 other programming experts. The 2 professors even loaned out various books from the university’s famed Firestone Library to aid the project.


An example: At level 10, players will get to explore the camp base of a certain mob. While the mobs are passive, they will turn aggro once players move too near to objects or items they are guarding. Some mobs will also assess a attacking player’s strength and decide whether to call for help from nearby friendlies. If the normal mobs are already that “intelligent”, think about what’s in store for players at the end of each instance, where the final boss will be waiting…






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