Inven Interview Translation

Hello everyone! It's been awhile since we've gotten any solid news on Peria. However numerous interviews have been going on and today we bring you some news! With the amazing help of Cheesemochi (same name on Discord), who has gone through the interview and translated it, we bring you the full interview. Keep in mind that not everything is 100% accurate and it is somewhat brief, but hopefully this can quench anyone's thirst for more information.


Full Interview in Korean: http://www.inven.co.kr/webzine/news/?news=168680


Q. We got to see first demo of Peria Chronicles at G-Star, but there were some troubles with trying out new contents. Why is that?


A (director) : I'd like to apologize about that. Peria was under development, so we weren't at the stage where we could optimize while adding features. We went to G-Star to let people know that we are still making the game, that we didn't throw the project out the window. We also focused on showing combat since there were so many rumors about it which were incorrect. Secondly, we wanted to see people's reactions. However, they reacted differently from our expectations. We thought people wouldn't mind optimization too much, rather they would focus on the contents. That's our mistake, we want to apologize.

A (dev) : This was our first demo, so we had to decide whether to show a stable client, or show content even if it's unstable. We were greedy and tried to show contents. Because of that, we didn't have time to optimize, so next time we will make sure we don't make the same mistake. Peria's main content isn't battle, but it is about customizing and user generated systems. It wasn't something that can be conveyed in a mere demo. So we decided to make videos to explain in details, and put the battle system in the demo. That's the background on how we developed the demo.


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Q. What's the feedback like so far?


A (director) : They were very helpful; we got to see how players play and react. How they position themselves; how they solve problems. We thought to ourselves, "Wow, they tried that?", "How did that work?", etc. There was also optimization issues as you already know. Meanwhile, there were some reactions that we expected to have, like problems with multi-player, this method will have issues, and so on.


A (manager) : I believe the director had to think about it for a long time. There was a huge power point presentation to summarize on what to improve. There was a lot of bad feedback, but we we learned a lot, so we are satisfied in that sense.


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Q. It felt like I was playing TCG. Why did you choose TCG-like style?


A (director) : Many reasons. First, we would like to make it strategic, not just micro-controls. TCG was the answer to that. It is not TCG-like, I would like to call it a 'Real Time TCG'. Not only the combat itself, but you also have to make your own deck. This really emphasized the strategic aspect of the game in and out. Second, reuse-abilities available throughout the entire game. In many other MMOs, you only use the best gears, and everything else is not really part of the game. But in TCG, you can use the low-cost units at the end game too. This lets us and users use all of the content, all the time. By adding new Kiranas, some of the unpopular Kirana's can be revisited. We wanted to make it such that everything, new and old, is valuable and can be re-evaluated. We didn't want users to use up the available content and seek for a new ones. One more reasons that it may be too early to think about is that; the game is about customizing. Users create the system is our mission. We are thinking that users can customize the battle as well.


Q. The combat system is complicated; can players really get used to it?


A (director) : It is indeed complicated in one way. Making it from the scratch is really difficult. But what if the base exists, and users can tweak it and create something new? There are lots of different genre's, but we think TCG is the one that contains all of those. Let me show you a concrete example. It wasn't part of the demo, but one of the Kirana's skill is like an FPS game that you have to aim and shoot. There are bows that the players can use which is a non-targeting first-person skill. Some dungeons have skill restriction. If we remove that restriction, it's going to be like an FPS. Similar to MOBA (or DOTA-like, AOS whatever is your favorite :P), we can make it so you can only use specific Kirana and the skills. We are trying to minimize how much users can tweak. TCG after all is really complicated. It easily becomes a new genre. But there are limits, of course. We can't make a platform game for example. But we do cover most of the genre's. But this is still a concept, we don't know what will happen. Lastly, it fits to the world and story.


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Q. There were some talks about 'giving users the transcendental power' and core design. What are this design? Can you explain.


A (director) : We didn't fully explain in that conversation. Rather we were explaining why it's taking so much time. First, about the transcendental power, it was part of the very beginning of the project. It's not something that we discovered in the middle of the project. You may think it is a non-sense that users are creating the system in open world, but we were discussing that we can solve that problem, and the project began. This is a long story so let me divide it into two:


1. You can't just get that power because you want it. 'I want to make a village here, and add this system"; no, that's not how you do it. You need the "permission",... "authority", say. If you want to delete that mountain, you need the corresponding "permission". If you want ban PK, you need the "permission" and the "power". To get that permission, you need some resources. We call it "concept". It can change in the future. To put it simply, it's like a "vote". A "concept" is a resource that an individual produces. You can't do anything with a low amount of concept, but if you give your concept to someone you trust, just like voting for them, that person can do a crazy thing with it.


Say you need 100 resources to make "law that bans PK in this village", and the resource is produced one per hour. For one person to do it, it takes 100 hours, but you can get it from other people. And if you install the sign there, you can enforce the law within the area.


It's a system that splits the power and let users manage them. It can be one person that manages everything or an organization. The more credit they have, the more concept you gather, the more you can impact the world.


Normally, you can use signs to decide something. Say you have a village here; there are buildings, people and everything, so a random person can't just edit the map right? So if you put a sign that "No map edit", then you can't edit the map. Because of the sign. And to make the area that is affected by the sign, and make it last longer, you need the resources, concept.


The same thing applies for when we say users create or run a dungeon. The labor and capital you need to create dungeons, all of these use concept. You need concept to create and run dungeon. Players pay with concept to play it. These concept can be gathered by, say, the counsel of the village, and players get rewards by playing dungeon. Not everyone can get the power, you need people.


This is where the project began.


Voting is really similar to reality. If you don't like your leader, you can ditch them, and build your own village. Or you can come to the village someone else runs.


2. Now you have the permission through concept. But "how" is another question. So far, this feature has been divided. If you wanted to make an AI, you needed to script. To edit map, you needed to select some feature from menu. To add trap in dungeon, you needed to craft item. To create a system, there was another menu for it. Depending on content, the way you customize things is all different. You have to learn everything. We thought this isn't correct, and we had to go through lots of trial and error process.


Then, we came across to a design that if a user knows one method, you can create all of the AI, traps, social system and battle system. This combined system we discovered made us to think that if the user knows this one rule, then they can do everything. We are in a process of refining it. If someone breaks a law, say, then they are punished. Repeated violation bans you, duty-free benefit, PK-free rules. All of these can be done by one consistent rule that is 'item craft'.


Dungeons that were in demo may have looked like a typical dungeon. But everything in there was all generated through crafting items. If the planner can do this much, we are sure that users can do it as well. We have this hope for it.


But we are worried about it as well. It's not about if players are capable. It's about whether they have time or not. There aren't many people who stick to the game for a long time. For example, students play for 20 minutes and have to go study. After all, you need to seriously study this game to create the dungeon.


This is better than before now. It was really difficult before, but now we have a consistent method to actually customize everything.


This feature was missing from demo. The world of Peria is divided into 'zones'. Each zone is connected with portals. If you have enough concept, you can even create a zone and expand it. You can connect two zones with more zones or disconnect them.


Problems that will occur as there are more people can be solved to some extent. There can be rules in village, treaty between villages or allies. Leaders can be replaced. You can veto old rules with even more concept. All of these depend on players.


We are thinking of creating events where the enemy invades.


There are areas where you can conquer and safe areas where there are no invades. The more dangerous it is means the more resources you gain. You need to put budget for defense. All this is up to the players.


We don't know if things will go smoothly. We can't have everything from the beginning. We will take a step by step approach so users can get used to it in the beginning, and then make things more complicated.


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Q. What is the 'ancient language'? Programming languages?


A (director) : This is irrelevant to what I've been explaining. Programming languages only provide logic.


Here is an example. CPU itself is nothing but a chip. But we attach a sensor, arms and weapon, it can do something. Programming languages takes the role of the chip.


You create the chip with programming language; attach item that can interact with world, then it does something. There can be something more complicated that can't be done by crafting items only. AI is one of them. You can use programming languages for it if you are comfortable.


Q. Is there a use of Kirana other than battle?


A (director)
: Yes. Kirana's have levels themselves. Card deck shouldn't be the only way to become stronger.


Anyway, Kirana influences NPC, items, stats, monsters. NPCs are Kirana. Some Kirana's have "potential" that is like a passive that benefits you by having it in your deck. Some Kirana's are like armor, healers, etc. Kirana is not like a summon. It's a core part of the world.


You can't have unlimited number of Kirana's in your deck. Some that didn't make your deck can become an NPC like a store owner in your village. You need to provide AI of course. Then it sells stuff, gets paid for it, etc.


Kirana's that are required will be obtainable through main quests.


You can obtain random NPCs, or Kiranas, as well. We are thinking of bringing other users' Kirana too but... this is a story for later time.


The game is difficult with few Kiranas. So we have guardian Kiranas. It gives you shield, and help you summoning other Kiranas.


Everyone has a house in Peria, and Kiranas are the one who manages your house.


Q. What's coming next?


A (director) : Two things I can say.


One is physics engine. We don't have it right now.


Second is the edge of the world... kinda. We got some questions about it. Many MMORPGs blocks users from going to the edge of the world by making it like a cliff or a sea. But in Peria, you can just edit and move forward. And we have zones too. So we are thinking of just wrapping.


You can run forever, but circular. It's like a small planet. But if it's too short, it will be weird, so we will have some distance that will be longer than your vision that can be wrapped, and you will see the world being repeated.


From third-person POV, zones will be sphere, but players will see flat, like screen scrolling. This is under development.


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Q. I thought the UI needs some improvement. Can it be customized?


A (director) : Yes, the demo UI was a prototype. We got some feedback about it, but it's our fault not making it look pretty. But our intention was to show that users can make their own.


In the demo, if you right click, you will see loads of menu. We want players to be able to create UI too.


So to answer your question, yes. But the problem is how to organize it. We are still trying to make it better.


That's all folks! OR WAIT! EVEN BIGGER NEWS!


The developers have stated that they want a closed beta for Peria to happen next summer!


Source: http://www.thisisgame.com/webzine/news/nboard/5/?n=67061


내년 중반 CBT를 진행하는 것이 목표이긴 합니다만.

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    Comments 5

    • Woaaaaa ~ i cant wait! I really hope the best for this game! I wanne play it! I really like just everything about the game! X3
    • Good job guys! it was really helpful.
    • the translation is better than google translate but those who want the korean article, along with a second article about the same subject, it is on the threads as well
    • May I add, a very nifty piece of advice I had a long time ago... players are very intense when it comes to criticizing games and game developers. Some players will say "we want apples!" Other's I'll say "we want oranges there's too many apples!" So what do you do? Keep the old stuff and make strawberries!
    • Awesome News! I learned a lot from this. :3
      Also a closed beta next summer!? I hope so.