Looks like there is still one more important article to post for G-Star 2014. Chinese news website 17173 manage to grab an interview with the Development Director of Tree of Savior, who is the main guy now. Studio founder Mr Hakkyu Kim has held the advisory role for many months now.
Q: When Tree of Savior was first revealed, many gamers view it as a sequel to Ragnarok Online. How do you view these two games? And when will Tree of Savior be released?
A: Ragnarok Online is something which I developed 12 years ago (he worked on the game as well), and although the current development team for Tree of Savior is almost the same, the world view is different. Ragnarok Online is based on Korean comic series, with more Eastern elements, while Tree of Savior is based on Lithuanian mythology, hence more European elements.
Tree of Savior also uses the keyboard as its main control mechanic, rather than the mouse. There is no confirmation for a China release now, and the Korean phases will be determined by Nexon. I would say Tree of Savior is around 70% complete.
Q: Keyboard control is the key gameplay element here, with the mouse almost redundant. Will this design choice put gamers off, especially the Ragnarok Online players?
A: It is true that the keyboard is used mainly in Tree of Savior, while the mouse can only be used to clicked on things, and not even used for directing characters. Design wise, we felt that the mouse is not suitable for the game, but players can use gamepad as well.
We have tested the game with Ragnarok Online gamers, and after just around 10 minutes of trying, they got used to the keyboard system.
Q: Tree of Savior was said as having 80 classes. Can you tell us how the class system actually works?
A: The game will start off with 4 basic classes. Each class will have 19 choices at the 1st advancement, which is around 80 classes in total. Players will see unique classes which cannot be found in other games. In the future, we will be adding the 2nd and 3rd class advancements.
I can confirm that each class’ skills will be totally different. For example, the Time Wizard (Chronomancer) class has the ability to stop time, which any other classes will not have. Classes are identified by their skills.
Q: The monsters in Tree of Savior seem unique, but unable to leave a lasting impression. Why is that so?
A: Yes, the monsters are designed have a more fantasy touch. We used trees, rocks, metals and more to construct these monsters. You can see some monsters constructed using wood, and they move like ants, giving a very natural touch.
Actually, the story plot and monsters are all tied to the “tree” element. Even in towns and dungeons, and some dungeons take place in trees, you can see the influence of trees, hence the title Tree of Savior. Perhaps viewers have yet to see more of the game, but when they do start playing, I am sure the overall concept will leave a lasting impression on them.
Q: Talking about dungeons, the bosses in Ragnarok Online are mainly in the open world areas. Will this be different in Tree of Savior?
A: Our dungeons are actually designed as a open world concept, different from the usually closed and limited dungeons. For example, a boss area can accommodate up to 200 players, which means 40 teams of 5 (if everyone has a party). You will be able to see them, and there will be some interaction features.
Q: With so many players, will there be an issue of players trying to “steal kill” a boss? Or even start an open world PK. What about PvP features such as the War of Emperium found in Ragnarok Online?
A: There is no PK or PvP option in the open world areas or dungeons. There will be 1 vs 1, 3 vs3 and 5 vs 5 modes in the PvP arena. We currently do not have other PvP features, but we are open to suggestions and to implement more in the future.
Q: Looks like Tree of Savior is siding more towards the PvE content. How many bosses are there now? And what will bosses drop?
A: In total, there are around 200 types of monsters now, and may of them will have unique skills and abilities, including summoning minions, or run away with each attack (players must give case).
Drops wise, there will be gears, materials and cards. Cards will react different based on the character class. For example, Summoners will be able to summon the card monster and use as a mount or a combat partner. For another class which uses poison, the card might become an additional poison skill.
Q: Are these cards permanent?
A: It depends on the usage. Some cards can be released as a one-time use skill, while cards for the Summoner class will largely be permanent. The same card will have different elements based on the class. Currently, cards can only be obtained from boss monster kills.
Q: Is the card system the core feature for Tree of Savior?
A: No, the card system is just one of the various game features. Our core feature is still the 80 classes available, which will add different playing style to the game.