Gratis-MMORPG.com Spezial Entwickler Interviews GamersFirst - Interview with Brian (Victory: The Age Of Racing)
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GamersFirst - Interview with Brian (Victory: The Age Of Racing)

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MaG: Hi Brian! We heard of your new game  Victory: The Age Of Racing and would be happy if you can give us some informationes for our community.

Brian: Hello! My name is Brian Konar, and I’m the Producer of Victory: The Age Of Racing here at GamersFirst. I’ve been with GamersFirst for several years now – many of our veteran players may remember me as Game Master Sullimo from our Knight Online title. I appreciate you giving me the opportunity to speak with you about Victory, our team is really excited about the game!

MaG: What is Victory: The Age Of Racing exactly?

Brian: Victory: The Age Of Racing is based in the year 2062 following a catastrophic world event – society has suffered a serious setback, but has rediscovered the classic formula racing style of the 1960s. Excited by the pure thrill of racing, and appreciative of the formula racing aesthetics of the mid 1960‘s, the population begins building cars and racing them. Capitalizing on this widespread interest, the Racing Authority is established. This Racing Authority travels around the devastated world establishing race tracks and broadcasting the races to the world.

MaG: What kind of features has the game?

Brian: Victory is a feature rich title with a focus on allowing the player to customize both the aesthetics and performance of their race cars, and take their custom cars on the track and compete for top honors.

In Victory, players will be able to take the customization of their cars to the next level. With a focus on the car as your in game avatar, players will be provided with limitless options to design the car exactly as they like. Cars are built off of a block system – every car has a front, middle and rear block. Each of these blocks has hundreds of options available to choose from, giving each car a unique foundation to build upon. Once the blocks for your car are selected, you then have the option to design your car from an aesthetic perspective – you can add decals/stickers, different coats of paint, and a variety of patterns and shapes all on different layers that let you get in some awesome detail  - you can even twist, pull, distort, scale and mirror all of the various details you apply to your car.

Customization goes into even more depth from this point by allowing you to distribute Performance Points to a variety of attributes associated with your car such as Power and Grip – which in turn changes how your car reacts to the in game physics. Further customization takes place at the parts level, where players select their car parts from Engines and Tires to Mud Guards and Brakes. Players will really get into the customization aspect of the game.

Once a player has their car setup, they can quickly get into the real focus of the game – racing! Players will be able to participate in a variety of races including both single player and team mode races and championships. Players can even participate from outside the race through Spectator mode where they can watch top tier champions compete from the safety of the stands.

Players will be separated by three classes which are broken down by level – there will be a Rookie class from level 1-20, a Semi Pro class from levels 21-40 and a Pro class from levels 41-60. The in game physics, which are based off of the netKar PRO physics engine, will adjust according to the class that player is currently participating in – Rookies will enjoy more arcade style game play while the Pro’s will be racing with serious professional grade physics. One of the nice features about the game is that you’re not forced to participate in a class that is too advanced for you – if you’re still learning the ropes and aren’t quite ready for the Pro class yet, that is ok – those racers will be ready for you when you’re up to the challenge! Your performance will scale to match the class you’re playing in.

MaG: Will be there a guild system (e.g. a racing type)?

Brian: Yes! Racing teams will be a core component of Victory and will have game play tailored around it including team championships, team garages, etc. Down the road you may even see team members with specialities such as Mechanics, Designers, etc.

MaG: Will be there in time updates where new contents like vehicles or components  will be added?

Brian: Of course! One of the most important parts of Victory is that it will be constantly evolving and growing in accordance with the communitys feedback. We already have the content for the first few updates to the game following it’s launch detailed out, so we have a good sense of the direction we want to take this game and that we feel the community will enjoy. Of course as the community get’s involved further, and we start having more open methods of discussion with them, they’ll influence those updates and the content.

MaG: Some racing games gives playern the chance to make their own racing street and show it to other players. Will it be possible in Victory too?

Brian: It’s something we’ve definitely discussed at great length, and is a feature we’re looking to introduce down the road – but it is not planned to be available at, or shortly after, launch. There is definitely value to a feature like this, but it needs to be implemented well.

MaG: What will mark the game in contrast to another from the same genre?

Brian: Victory sets itself apart from the competition in a few key ways. First, Victory gives players a massive depth of customization – from car aesthetics to performance. Second, Victory gives players an online community to tap into at any time – with a global audience, you will have competition available 24/7/365 and be given the ability to rep your country against challengers from around the globe. Third, Victory taps into the power of social networking to really bring a game experience that I’ve not yet seen from another racing title – with the integration into social networking platforms players will be able to publish their matches directly to YouTube, provided FaceBook updates on their activities (purchasing new cars, modifying cars, winning/losing races, etc.), and tie it all together with their GamersFirst profile.

MaG: Can you give us maybe the date of release from the game?

Brian: Unfortunately I can’t provide a specific date for the launch of Victory. I’d expect to start hearing some more news about the game at E3 this summer.

MaG: Do you like to say something about the comming game to our community?

Brian: Victory: The Age Of Racing is really about one thing – providing the race experience that our community wants. To me, the most important aspect of any game is the quality of their community and the feedback and/or input they provide. I encourage everyone who is interested in Victory to keep an eye out for news around E3 and at the Victory site http://www.gamersfirst.com/victory/, where you can sign up for a beta when it becomes available later this year. Your thoughts on the Victory will help us fine tune the game and tighten down the bolts; to provide the experience our community wants.

MaG: Thanks a lot for the Interview, Brian! We hope Victory: The Age Of Racing will get a lot of players and a activ community.

 

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