The Secret World Preview
Everything is true.
"What is The Secret World? It's not a parallel dimension, it's not an alternate reality, it's the world outside these blinds. It's down that alley to the left and behind the fence, it's an abandoned warehouse, it's that strange little town in the Middle East, it's that haunted forest, it's all the places we avoid, all the locations that make us feel uneasy, it's the stories on the news about the missing person who people think has been murdered but the story's been covered up, it's the things that the authorities don't want us to know about, it's what the governments are hiding, it's what the secret societies are suppressing. That's the secret world. It's a world behind our world, hidden by a veil."
Ragnar Tornquist, tall, rangy, animated, youthful, a little wild-haired, is pacing up and down a luxury hotel suite in San Francisco that's been kept dark despite the brilliant day outside and decorated with cryptic maps, books on the occult and old radio equipment. The game auteur is talking a mile a minute in his clipped Norwegian accent, hoping that he can use his sheer voluble enthusiasm to distract us from the fact that he's not really going to answer the question he just posed himself.
And to be fair, he largely succeeds.
What is The Secret World? It's Funcom's next MMO, the developer's third after Anarchy Online and last year's Age of Conan: Hyborian Adventures. It's set in the contemporary real world, but has elements of dark fantasy, ancient conspiracy and the occult. It's directed by Tornquist, the writerly designer known for his adventure games The Longest Journey and Dreamfall. It is, by Tornquist's own admission, "still in the hype stage".
So we're not going to get a lot of concrete detail from this Game Developers Conference presentation, and we're certainly not going to see the game itself. We're going to see some beautiful concept art and a couple of impressive CG trailers, one of which we can share with you today
, as well as a concept video that bombards us with reference points. And we're going to learn one hard, and very important, fact.
The Secret World will have no classes or levels. This, Tornquist stresses, is absolutely not a typical MMORPG design; he describes it as an "action-adventure-MMORPG" with "fast, reactive combat". Although there will naturally be character progression and an incentive to play the game for a long time, "The Secret World begins where other MMOs end," he says. "There's no grind to get to a preconceived place." You take your character from the same, blank-slate "regular person" starting point as everyone else, and develop it in any way you want.
Furthermore, the entire game (which we know will include London, New York, Seoul, New England and Egypt as launch locations) will be open from the start, although some areas will be harder than others, and some content will be intended for more highly-developed characters. According to Tornquist, it "doesn't take long" from starting a new character to being able to join in with friends who've been playing the game for months.

I'd like... Strawberry.
Character customisation is completely free, and allows players to explore paths such as dark magic, voodoo and witchcraft as well as martial arts, ancient weapons and modern firearms. "If you want to be a character that has some magic power and ranged combat, you can use a shotgun and a voodoo doll and you can kick some serious ass using just your fists and your feet; you can do that. If you want to focus just in one direction and be a brawny soldier character who wears Kevlar armour and huge combat boots and a headband, you can do that," he says.
However, acquiring new skills in new areas will be the key to advancing your character. "You are progressing your character through expanding your deck of cards, expanding the possibilities you have," says Tornquist. "You'll never have to create a second character." The adventures available to you will be limited by character specialisation as much as your total power - which, combined with the lack of hard-and-fast levels, raises the intriguing prospect of grouping or solo completism being alternative paths to seeing much of the game's content.
Where does this leave refined group dynamics, though, if players have no framework for their skills or level of power? "That is a challenge, because yes, people are used to the damage/healer/tank dynamic," Tornquist admits. "In certain situations that dynamic will still exist, it's just a case of making sure your group stacks the deck of cards the right way, if you see what I mean. You do need this set of abilities, or this or this, but the main difference is you're not stuck being the healer or the tank." There will be guidelines for those intimidated by the freeform character development, too.
You'll be in total control of your character's look, and able to restyle it at whim; your equipment will be weapons, skills and artefacts rather than armour. The style seems to be cool, glamorous but grounded, and 100 per cent contemporary. In stills, we see a hard-bitten John Constantine lookalike with cigarette and trench coat; a milkshake-sucking Asian girl in a tank-top with magical tattoos; and a white-haired indie chick toting winter woollies and a shotgun adorned with magical charms.
All of which is very alluring, naturally - but in MMOs, too much freedom can be a bad thing. Where are the rags-to-riches satisfaction, the ostentatiously-worn bragging-rights to covet and strive for? "You can't make an MMO without having a focus on items, on progression, on getting the cool stuff, because otherwise there's no incentive; people would enjoy it for 30, 40, 50 hours and then they would go away," agrees Tornquist.
"It's not going to be loot in a traditional sense, but there will be a lot of really cool items you can use to enhance your character. It's going to be a lot about the skills you get, but it's also going to be a lot about the weapons. It's not going to be about armour and things like that, because if you want to wear a tank-top and hot-pants, you can. If you want to wear the trench coat and the combat boots and the hat, you can do that too, but it's not going to give you a different advantage over the person who just wants to wear the jeans and t-shirt.
"[It] will definitely be the weapons and the powers you have, the cool special effects that you have, there will be ways to really see and differentiate - yeah, that guy's been playing this game a long time, and you can tell."
Tornquist and his team - made up from veterans of Funcom's adventure games as well as its MMOs - aren't quite ready to throw the baby out with the bath water, however. The meat of The Secret World will be combat; missions to fight monsters. Tornquist isn't ready to detail the combat system, but promises it will be fast and feel like an action game. "Conan did good things," he says of that game's fast-paced combo system, but is keen to point out that The Secret World is following the path in spirit, but not to the letter. As for a player-versus-player element: "We're going to talk about that more at another time, so you can interpret that how you will. But there is definitely a common goal, though."

Buffy the [censored] slayer. You'll have to wait until the second trailer's released to find out.
Combat will be conjoined with exploration, puzzle-solving, and what sounds like a much more languid, adventure-game style of play. "You can choose: today I don't want to fight things, today I want to explore this mystery, I want to find out about this story, I want go and meet these characters, I want to know what's behind that door, I want to know what's behind the legend of this place," Tornquist says. Puzzle-solving will be incentivised with new powers and other rewards, and "exploration in itself is gameplay".
Will there be an attempt to create group mechanics around this non-combat activity, we ask? "We are definitely trying that, but the more you get into adventure-style gameplay, the more difficult it is to make it group-based," he says. "So if you're the kind of player who finds combat difficult, actually grouping with somebody in order to do an investigation of something, to go into all these mysteries is important.
"We are creating puzzles, definitely, which require a group to solve. At the same time, I really really think it's important for people to be able to play solo through a lot of the story aspects of the game and be able to casually team up whenever that's needed. Yes, it's an MMO, yes there's a lot of content that does require a group, but when it comes to the story and the lore of the universe, I want those players who are not necessarily used to playing in groups to get into this world and find interesting things within it."
This is not to say that The Secret World will follow the route to solo MMO storytelling taken by Age of Conan's early levels, and Lord of the Rings Online's epic quests: instancing. "My preference is to have as much of it as open-world, shared spaces as possible. I don't like instances at all," says Tornquist, surprisingly perhaps for a craftsman of the adventure yarn. "So we're trying to avoid that. There will be some places which are reserved for you or a group of people, but for the most part we're going to make it seamless, open, a lot of people running around - and that does introduce a lot of challenges when it comes to the storytelling aspect. But we have ways of working around that."
On the story he'll be telling, Tornquist is at once fulsome and vague. He's able to be so because The Secret World's premise - the rise of an ancient evil, hundreds of millennia old, which has shaped the world's cultures and been kept secret - seems to be an all-encompassing grab-bag of history, mythology, urban legends, pop culture, fairytales and fiction.
The concept video buries us in teasing phrases faster than we can write them down: "Some secrets should stay buried... arctic explorers... now the conspiracy is revealed... we are in the fourth age... Stonehenge is a beacon... vampires... Titans... Earth is hollow.... Atlantis is rising... bees are harbingers... Noah's was not the only ark... Everything is true." No kidding.
How do you define the game's fiction when it seems to take such a kitchen-sink approach? Tornquist admits it's hard, but says his team is very much taking its lead from the locations. "The elements that we have in terms of day-to-day gameplay are more focused, and those are tied to locations in the game. So when you go to London there's a lot of London mythology there. What's the essence of London, or New York, or Egypt? What are the mythological aspects that you expect we're going to use here?" He adds that you'll get a sense of a much larger canvas that will be painted as the game expands over time.
On his influences, Tornquist can be clearer, and disarmingly frank. "Things like Sandman and Hellblazer and a lot of the Vertigo comic books, that kind of contemporary, dark urban fantasy. The works of Neil Gaiman, obviously that's a huge inspiration. The idea of magic existing and mythology being a truth in out universe and twisting that a little bit," he says.

Is that a headless monstrosity at the urinal?
"At the same time I'm also a huge fan of things like Buffy and Angel... Buffy was an inspiration when I made The Longest Journey as well, because I do like the fine balance between the humour and pathos, soap opera and sitcom, and creating this interesting fictional universe which is very sort of character-based... and which isn't hugely original. I'm not going to say that The Secret World is necessarily enormously original. But it's not the sort of setting that's often been explored in a game, definitely not an MMO."
That is certainly where The Secret World's appeal lies at the moment - and despite the slight GDC showing, that appeal is considerable. Sharp art direction and the expansive but simple premise - anything is possible, as long as it can be tied to the here and now - pick The Secret World out in a bright, but flattering spotlight similar to that which fell on Otherland last year. Urban myth and magic, fighting monsters and investigating mysteries on streets you know, being a sorcerer in smart casual: who doesn't want a piece of that?
If The Secret World's combat and classless society live up to their hype, they should also prove a powerful draw. But God, and the Devil, are in the details, and Tornquist's team has a mighty challenge ahead when it comes to balancing accessibility and a sense of achievement over years, not hours, of gameplay, with no structure to be their guide. Hopefully they can do more than talk their way out of answering that, because we'd love to see it solved.
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Comments (56) Latest comment 3 years ago
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'I'm' and 'You're'
The premise looks interesting but as ever I'm perturbed by the fact that it's an MMO. The whole idea would work perfectly as an open world action-adventure without the need for online.
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Also really happy that he is straight up saying there will be lots of solo, story-line focused content. "Solo-content" too often ends up being "bring me 10 boar tusks".
Shame there is no mention of a beta/release date.
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With Ragnar, Funcom created The Longest Journey and Dreamfall, and I've enjoyed those games, even if the latter was a bit trash. Anarchy Online is also a solid MMO, although still not my thing. I'm willing to ignore Funcom's failure (Age of Conan), and watch how this game develops.
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Still, I'll be intrigued to see what it's like. If there really isn't any grinding or committing huge amounts of time every week, then it could be alright.
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+1
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07-Apr-09 14:39:41
If this has elements of Dreamfall and TLJ mixed into i will be in seventh heaven. Sounds like it will be years before we see this though
It's far from that. I just hope that any teenagers with tourettes stay away from this game.
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It would be nice with a great MMO without elves and orcs.
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Sounds intriguing. Hopefully it delivers a more polished experience than games like Tabula rasa, which also showed promise, but in the end underdelivered.
It would be nice with a great MMO without elves and orcs.
What makes you think there won't be? Elves and Orcs/goblins would fall neatly into this "Secret world". As foes or neutrals most likely though, not as PCs.
It's interesting, but I'm a bit wary of Funcom. Also keeping people interested without the levelling might be more difficult than they think.
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Okay, consider me interested.
"The meat of The Secret World will be combat; missions to fight monsters."
Consider me uninterested. Convince me that there's no "Kill 50 shoggoths" missions, and we'll talk.
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Sigh.
Think I'll just stick with this:
[link url=http://www.theonion.com/content/ video/hot_new_video_game_consists?utm_source=nav
]http://ww w.theonion.com/content/video/ho...[/link]
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Sounds wonderful if they can pull it off. I loathe all the leveling up RPG-stuff of most MMOs but feel I'm missing out on the sense of place and adventure. Hopefully this can bridge that gap.
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I know that this applies to WoW as well up to a point but Blizzard has the Warcraft lore behind them + the polish.
If WoW was available as a single player RPG I would buy it and stop playing online in a heartbeat.
Funcom has no Warcraft lore behind them so I guess this game is a "skip" for me unless their story is the 2nd coming.
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"Combat will be conjoined with exploration, puzzle-solving, and what sounds like a much more languid, adventure-game style of play. "You can choose: today I don't want to fight things, today I want to explore this mystery, I want to find out about this story, I want go and meet these characters, I want to know what's behind that door, I want to know what's behind the legend of this place," Tornquist says."
I'm pretty sure there will be 'Kill x monsters', though, as that is a necessary evil in MMOs. I'm just hopeful that there's enough to distract me from this flaw (puzzle-solving and exploration).
Ermmm. i read the article but...wtf is the game actually about? Shooting demons whilst wearing clothes of your choice?
What would you have, battling ghouls whilst wearing armour everyone else does? Or are you being sarcastic?
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Well, ok, orcs and elves in a medival setting then.
Yeah, not medieval, but I bet you there are a lot of long, black, leather coats involved.
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"I'm pretty sure there will be 'Kill x monsters', though, as that is a necessary evil in MMOs."
Why? Why on earth is that a necessary evil? There's absolutely no reason any MMO has to add a Kill X Monsters mission. The only reasons to do so are either some warped sense of tradition because they've always been there since DikuMUD/Everquest, or because it's an easy way to add another quest. "Yeah, I could think of an interesting storyline and some cool surprises for players, but I could also just have them kill 20 wolves. That doesn't take as long, and we can put "Over 200 quests!" on the game box."
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This man obviously doesn't live in England. Do you think sinister murderers are behind this? Press red!
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C'mon Ragnar, do an MMO right, I know you can
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It's a time sink, and ultimately you wouldn't have enough (diversified) quests for all levels. All sandbox and open-ended games have archetypical missions - go there, fetch x, kill x, kill n amount of x, etc. The best they could do is include as many diverse and unique quests as possible, and insert them between dull quests (GTA IV).
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And yes, the quests in Oblivion were either Kill X, Get Y of Z, or Bring A to B, but they were integrated so well in the world that you didn't notice or didn't care. You wanted to know what the quest's story was, or what was going to happen when you bought package A to guy B. Conversely, in every MMO I've played, all you really needed was a summary of where you needed to go or who you needed to kill, and the story was optional, in case you were interested.
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Like I've said: "the best they could do is include as many diverse and unique quests as possible, and insert them between dull quests". You don't have to do every single quest in MMOs. In fact, you can level up without doing a single quest, save for possible class advancement ones.
Do we need boring stuff between interesting missions?
So you'd rather chop half the content and let people kill n amount of monsters for nothing but XP instead of killing n amount of monsters for XP -and- a quest reward? Different strokes for different folks, I guess.
The GTA IV was a somewhat bad example, considering you disliked it. Oblivion did the same - mingled good quests with bad ones so that they could write 'over 200 quests!' on the game box.
And yes, the quests in Oblivion were either Kill X, Get Y of Z, or Bring A to B, but they were integrated so well in the world that you didn't notice or didn't care. You wanted to know what the quest's story was, or what was going to happen when you bought package A to guy B.
And Ragnar implicitly states it at least twice in this article that is what he's trying to achieve in The Secret World.
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Give Bloodlines a go - that's chock-full of some truly interesting and brilliantly written RPG quests with absolutely no "go here and kill x things" and anything that looks as simple on the surface as "get A, take it to B" has twists and turns that make a plate of spaghetti look like a steel ruler. It's that sort of standard that I'll be expecting from The Secret World.
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I'm hoping for demon/monster hunting organizations in place of guilds, or maybe you could still have guilds that were formed in ancient times.
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godammit I have to know what happens to april and zoe.
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Also as someone else said, I would really love an offline play type game, where i dont need to log online and play with others (sometimes its better like that)
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None of this icon-queuing nonsense you get in every other MMO ever made, bar Planetside...
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I'm curious as this is a very thin reveal and seems earlier than we'd otherwise get, and I wonder why?
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MMO is the way forward for long games are all types. I can see three main markets growing over the next few years
Block buster fast paced single player games (with value added online "Match" play) that you can get through in a few evenings of play while enjoying a film style plot
MMOs, that give you a community to game with and a slow developing story akin to a TV serise
And then the casual/party game - that are about having fun play a game, with out much in the way of story, some what like playing board games with the family.
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So why add the boring ones, if you don't have to do them and they aren't fun to do? You said filler, but filler is just that: filler. It's the stuff you pay for but don't really want.
So you'd rather chop half the content
If that content is boring and not fun to play? Yes.
and let people kill n amount of monsters for nothing but XP instead of killing n amount of monsters for XP -and- a quest reward? Different strokes for different folks, I guess.
No, I don't want them to offer any reason to go out and "kill n amount of monsters." I want them to offer interesting quests.
The GTA IV was a somewhat bad example, considering you disliked it. Oblivion did the same - mingled good quests with bad ones so that they could write 'over 200 quests!' on the game box.
Oh, I liked GTA4. I just think they should've cut 30% of the missions so you'd get a storyline that was thrilling from start to end, rather than making you grind through some boring stuff in between the good parts.
Oblivion did the same - mingled good quests with bad ones so that they could write 'over 200 quests!' on the game box.
True, but the ratio of good versus bad quests was much better than with any mmo I've played so far. In any MMO I've seen you were bound to run into a Kill X Baddies quests within the first day, and forced to do it within a week because you've exhausted all the local quest givers for all other quests, and aren't leveled up enough to get to new questgivers. In Oblivion, you could play for months and encounter perhaps three of those quests, and even then you could still easily ignore them and go do something else.
And Ragnar implicitly states it at least twice in this article that is what he's trying to achieve in The Secret World.
I'm not reading that, either on or between the lines. We'll see though.
didn't AOC have a single player, offline quest before you ventured online?
No idea, didn't play AOC. If that's the case, then it might happen for TSW too, but will it really be worth the money for just the single player?
Sod Oblivion - one of the emptiest and generically boring RPGs on the planet.
Ah, I loved that game, and enjoyed it for months, but now that some random guy on a website proclaimed that it sucks, I obviously have no choice but to dislike it as well.
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That's what I'm afraid of too. And the fact that nobody has seen any gameplay stills or footage could either mean that it's something really special that they're keeping under wraps to avoid others stealing their thunder, or it could mean that they're keeping it under wraps because it's not as hugely different as they are claiming, and they don't want to kill the hype this early.
And to be honest, the latter has happened a lot more than the former.
Edit: why is this above the thing I'm replying to?
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Domovoi: I stated an opinion, not fact. My point being that people were saying Oblivion somehow stepped itself above the average RPG fare when really it didn't go much further. It was still very thinly veiled RPG fodder. And that Bloodlines managed to take that and raise it far above it's peers with only a little bit of extra effort.
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Edit: why is this above the thing I'm replying to?
Obviously, Eurogamer has become dislodged in both time and space. No doubt extra-dimensional creatures have broken through and are currently slaughtering the staff. Don't worry, I'm sure some burly, power-armoured, space-marines are on their way to save them (or Ellie at least, the blokes are on their own) as we speak.
That's what I'm afraid of too. And the fact that nobody has seen any gameplay stills or footage could either mean that it's something really special that they're keeping under wraps to avoid others stealing their thunder, or it could mean that they're keeping it under wraps because it's not as hugely different as they are claiming, and they don't want to kill the hype this early.
And to be honest, the latter has happened a lot more than the former.
Yeah, that's the risk I think, they talk about how there's no grind no strict structure but in fairness I can pretty much guarantee that as you stand face to face with the shoggoth you'll see red numbers with minuses before them scrolling above both your heads in combat and you'll have to taunt to pull him off the witch/white mage/shaman or whatever the healer happens to call them self. I have the same feeling with the new Star Wars MMO the talk about how other MMOs "don't do story right" could just be a smokescreen to hide the fact that lightsabres are apparently not quite as lethal as they led us to believe.
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I actually wanted to mention the Half-Life 2 episodes, but I figured there'd just be some random guy going "xcept HL2 episodes sux so your wrong", and didn't bother. But yeah, that's what I meant. The action and story are really condensed in the HL2 episodes, and I think they're better games for it. They could've added padding to Portal and made it last 15 hours, but it'd be a terrible game whereas it's a classic at the 3-4 hours it lasts now.
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+ tounquist is wrong about co-op puzzles they work easily in that the chat channel will be filled with people who are crap at them like me asking for help from people who are. Although that could in itself create an interesting game structure in itself.
The real problem is i don't see how it can work that well withought instancing, nevermind grind.
It would in my opinion to have the entire game as a co-op experience that could be soloed where people found each other through a vitual world before the game proper begins.