Interviews
November 17, 2008
MindFuse’s
Joseph Walters talks about the world of Gatheryn
By
Michael Lafferty
“We wanted to immerse the player into a world rife with mystery and mood”
Every once in a while a game comes along that sparks the imagination, stepping outside preconceptions of what a genre is to explore different potentials. For MindFuse, in creating the upcoming massively multiplayer title, The Gatheryn, the first notion was to step away from the typical target audience of MMOs and look for a new demographic.
After that, it was a matter of tossing out other stock ideas and working to create a game that appealed to casual gamers, but with a deep undercurrent of activity that would sate those who will likely become addicted to the game.
According to a press release, The Gatheryn will have the following features:
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Each player has a virtual space to make their own with customizable furniture, decorations, and games to play with their friends
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Reminiscent of the mystery and adventure of turn-of-the-century science fiction, Gatheryn is a world where nothing is what it seems, where excitement waits around every corner
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Create and customize an avatar as intricate as your imagination! With the deepest customization tools around, players can customize their avatar’s face, height, weight, clothing style and color, accessories and more
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With Gatheryn’s free-to-play payment system, players can control the depth of their experience. From light casual play to extended community building and exploration – for every gameplay style, there’s a tailored payment plan
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Experience the benefit of a deep massively multiplayer game without the time consuming gameplay. In Gatheryn you gain experience by mastering your skills in an array of easy to learn yet challenging casual games
With some stunning graphical elements revealed by the latest screen shots, the game piqued GameZone’s interest. Of course, there were questions to be asked and Joseph Walters, lead designer and CEO of MindFuse, took time to chat with GameZone.com about this project.
Question: You picked a time that borders the real and the imagined, melding concepts of Jules Verne and H.G. Wells. Why did you think this setting would provide the right backdrop for the story?
Joseph: We wanted to immerse the player into a world rife with mystery and mood, and the Victoriana aesthetic of Gatheryn is a unique and interesting setting. Since we’re not creating a game for the typical MMOG demographic, we wanted to think outside the box and develop a world that is accessible for everyone – hardcore and casual gamers alike.
Does the game tread the basic concepts most people know when it comes to MMOs, or have you tried to break out of that box and re-imagine ways to level or advance your character?
Joseph: We’ll be releasing detailed information about the gameplay mechanics a bit later this year, but we can say that MMO players will feel comfortable in the world, but will also be experiencing something completely new and unique. A very important part of the Gatheryn experience is the casual gaming component, in which users can play popular action and puzzle games to earn gold, items and further the storyline.
How deep is the customization of this world and what exactly will characters ‘own’ within the world?
Joseph: Customization is a key in Gatheryn, and players will extensively personalize everything from their character to their own in-game apartments. From the get-go, players can get very detailed in their characters facial structure, hair style and coloring. They can even choose from among several different starting outfits, giving them an overall sense of individuality and uniqueness from the very beginning.
Once players obtain their apartment, they can quest for or buy items to decorate their space, including furniture, art and plants.
Do characters have professions or classes? Is the game all about questing?
Joseph: The game combines the best of current MMOGs with popular casual gaming experiences, and players must play these games to complete quests and further the storyline.
What types of quests are in the game?
Joseph: We are not releasing detailed information on the quests at this point but there are multiple detailed storyline that the players will be able to follow.
With most MMOs, the game succeeds or fails on the strength of its community? What age group are you targeting and what kind of socialization is available?
Joseph: We’re not going after the typical male 18-34 demographic, but instead targeting a group that skews older and more female. We believe that a large number of people out there that want the MMO immersion of games currently on the market, but without the violence and hardcore requirements. Gatheryn players can get in and spend half an hour playing and have a good time while communicating with friends. Socialization is a very important part of the game, and we have a full set of community features that we’ll be discussing in the near future.
The home page for the Gatheryn talks about earning coin for completing quests and being able to spend that coin on a variety of items, like pets. Other than company, do pets have a purpose beyond the aesthetic image of having one?
Joseph: Pets in Gatheryn can advance and evolve just like players. We’ve implemented a system that allows the player to teach their pets different tricks, for example. Additionally, players are responsible for their pet’s overall well-being and have to feed and give attention … or suffer the consequences.
What do you think this game offers that other MMOs have not? In other words, what will set this game apart?
Joseph: In Gatheryn, we’re creating an immersive, yet accessible, experience for virtual world enthusiasts that desire community, casual gaming and a deep story.
Are there any competitive or cooperative elements to the game (players working together to solve puzzles or play mini-games, or competing for the better scores)?
Joseph: Yes, there are competitive mini-games in the world and they will increase your score. There are cooperative elements in the quests but we are not releasing that information at this point.
What engine is driving the graphics of the game and what did it allow you to achieve in setting the themes for the story?
Joseph: We’re using some extremely well-regarded technology for Gatheryn. Though we can’t discuss it now, rest assured we will be very soon.




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