The Secret World - Development

Development

Official system requirements
Minimum Recommended
Microsoft Windows
Operating system Microsoft Windows XP, Vista, or 7
CPU 2.6 GHZ Intel Core 2 DUO or equivalent AMD CPU Intel Core i5 3.0 Ghz or equivalent
Memory At least 2 GB RAM for Windows XP / 3GB Ram 6 GB of RAM
Hard drive space At least 30GB of free space At least 30GB of free space
Graphics hardware Nvidia 8800 series 512 VRAM or better/Radeon HD3850 512MB or better Nvidia GTX 560 Ti 1Gb or equivalent
Sound hardware DirectX 9.0c compatible sound card DirectX 9.0c compatible sound card
Network Broadband required for downloads

After announcing the development of The Secret World, Funcom project director Jørgen Tharaldsen informed the press that the game uses the same engine as Age of Conan. According to Funcom, the game will blend elements of MMO gameplay with alternate reality gaming (ARG) and social networking.

At GDC 2009, Tørnquist gave an interview to GameSpot regarding The Secret World, revealing more about its gameplay. There will be neither levels, nor classes in the game; instead, the character building will be skill-based. This way, the developers plan to avoid level grinding, allowing new players to join the game more easily. The player characters will be customizable to a large degree, particularly in their choice of clothing (except in PvP, where players must wear faction-specific uniforms), weapons (which range from shotguns to swords and can be customized and upgraded), and the supernatural powers they acquire. Combat against computer-controlled monsters will be one of the game's central points and will require more of player's attention than contemporary MMORPGs. Death in game results in the character returning as an "anima" and they have the option of returning to their body or respawning at a variety of resurrection locations. The players will be able to form teams to fight together but in an earlier blog posting, Tørnquist assured that the game can also be played in single-player mode, should a player choose not to play with a group. According to him, the game is story-driven and there will be an overarching linear plot, as well as numerous side-quests, ranging from investigation to sabotage and hunting, since diversity of the gameplay will be another central point.

In an interview with GameSpot at the 2009 Penny Arcade Expo, Tørnquist and the lead designer Martin Bruusgaard revealed which playable factions ("secret societies") will be available in the game. The factions are: the London-based Templars, pious zealots "who would burn an entire village down to get their hands on one demon"; the New York City-based Illuminati, Machiavellian pragmatists who "believe that it's a tough world where only the strongest will survive"; and the Seoul-based "Dragon", who take a neutral stance between the other two and are "all about deceiving, orchestrating chaos, and waiting patiently for its time". A personality test to determine the players' inclination towards one of the factions was made available on the official The Secret World website soon after the reveal. It will be impossible to change factions without creating a new character. Additionally, players will be able to create their own guilds, known as "cabals" in-game, affiliated with one of the main factions. All players' actions in the game will contribute to their ranking in their respective guilds and factions. The same interview revealed that PvP areas of the game will be located in the region called Agartha inside the hollow Earth, where the players will fight for the invaluable resource known as "anima". This idea was dropped during closed beta as they decided it wasn't entertaining enough. Large scale PvP has later been revealed to take place in big persistent warzones. Control of these warzones has an effect on the rest of the players of a controlling faction, and provides bonus experience and other perks. There are also small mini-games in iconic locations such as Shambhala, El Dorado, and Stonehenge.

The pre-production of the game originally known as Cabal (and The Entire World Online in the earliest concepts) started in 2002, but in mid-2003, most of the working team was transferred to the development of Dreamfall. Cabal was to be set in the same universe as the later The Secret World but in the 1920s instead of the contemporary period, with H. P. Lovecraft's works and the Indiana Jones franchise being major inspirations. The idea of setting the game in the 1920s was scrapped after lengthy discussions, in order to make the game more accessible for modern players.

The work on The Secret World was resumed in 2006, after Dreamfall shipped, with many of the latter's designers (including Ragnar Tørnquist) playing key roles in the former's development. The Secret World was produced at the Funcom studios in Oslo, Montreal and Beijing. In August 2008, it was stated that the development team consisted of people previously involved in the development of Dreamfall, Anarchy Online, Age of Conan, EverQuest II, and The Longest Journey. In November Funcom stated that 70 people were working on the project. The Secret World uses the proprietary DreamWorld Engine.

On September 29, 2009, Funcom announced a reduction of 20% of its staff, resulting in "significant delay" for the release of The Secret World. On January 10, 2011, Electronic Arts announced that it will co-publish The Secret World with Funcom. Funcom told VG247 that they were "leaving options open" in regards to the 360 version.

On August 30, 2011, beta testing sign-up became available. On February 21, 2012, Funcom announced that the The Secret World would be released on June 19. The first public beta test "Kingsmouth Calling" went live on May 11, 2012 available to all pre-purchasers of the game. The second public beta test "Hell Raised" went live on June 15, 2012 available to pre-purchasers and invited players. The company also revealed that over 750,000 gamers had applied to beta-test the game, significantly higher than for their previous MMO, Age of Conan: Hyborian Adventures.

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