PS3 The Agency

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Das Video ist mindestens ein halbes Jahr alt, oder sie zeigen eine absolut identische Gameplayszene, wie sie schon früher auf einem Event gezeigt haben.
Dann hoffen wir mal das man neues Material sichtet bei der CES.


Für Bilder den unten angegebenen Link nutzen
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he Agency is a pick-up-and-play experience where players assume the role of elite agents in a modern-day world. Both solo players and groups will enjoy a wide variety of cooperative and competitive story-driven missions set in exotic locales across the globe.

“The inspiration for The Agency came from the spy and espionage genre. We want to put players in the heart of the action to experience what it’s really like to live the life of an elite agent,” said Hal Milton, Lead Designer, Sony Online Entertainment. “Players will jet set around this virtual world to exotic locales, infiltrate enemy organizations to steal secrets and perpetrate sabotage, all the while building their own agency with an eye towards global domination.”

Persistent character development allows players to supplement their gear with exotic and powerful skills that make them feel like the elite agents they’ve always dreamt of becoming. Additionally, in lieu of the typical class systems in many other games, The Agency’s approach is simply, “You Are What You Wear.” Players will customize their character’s attire based on the mission at hand, emphasizing combat, support, stealth, or even cover identities.

Players begin their experience by choosing to be a slick UNITE spy or a gritty ParaGON mercenary. Both factions will have players tangling in illicit activities such as drug smuggling, assassinations, espionage and counter intelligence. As they gain ranks within their chosen agency, players will increase their influence over the world while experiencing a deep story of action and intrigue. Along the way players will be able to build their own agencies, team with others to create joint agencies, and recruit a roster of useful Operatives.

Operatives are “living loot” characters that wait in the wings for orders to build that new sports car, gather intel for the next mission, or provide that satellite scan to expose the enemy. As players advance through the game, they will collect more powerful Operatives that will better assist them with missions. Players can use their roster to help themselves or their team and even trade Operatives with other players.

“SOE is looking to take the online gaming industry to new places with The Agency, not only in terms of its theme, but also in its design. It’s accessible to all types of players, blending genres and changing up established conventions. It’s different from anything SOE has released before,” said Matt Wilson, Director of Development, SOE Seattle. “Our goal is to break from traditional online games and provide players with a ‘fun now, no waiting’ gameplay experience in a dynamic, ever-evolving online world.”

The Agency is a fast-paced, online persistent shooter in a modern setting of bullets, bomb blasts, and betrayal. Live the life of an elite agent in a world of super spies and rugged mercenaries, who use both the highest technology and the lowest tactics to accomplish their goals. Featuring cooperative and competitive play, The Agency is designed to provide instant action and long-term strategy for all fans of espionage, intrigue, and explosive gameplay.

http://worthplaying.com/article.php?sid=48746&mode=thread&order=0
 
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wird es ein offenes game oder mehr wie diablo? also mit lobby und dann mit einer begrenzten anzahl von spielern loslegen...

Vielleicht kann dir das helfen:
hroughout the interview, several new tidbits were unveiled about the game. For starters, the game will take place in three target cities, one from Central America, Eastern Europe, and East Asia. The exact cities have yet to be announced, but Prague, Paris, and Amsterdam have been discussed in previous interviews and previews. In each of these areas there will be several locations to visit from lots of different cities, giving the game a varied look and feel.

A large goal in the game is to build your own Agency of operatives, which are gained by having a good reputation. You will be limited to a certain number of agents, so picking the right combination of Agents is extremely important to complete specialized objectives. Agencies are essential to progress throughout the game.

The game will ship with several mini games, non-combat activities, and instance-based missions. Once players have mastered these quests and missions, new episodic content will be available for download soon after release, but no schedule has been announced as of yet. The plan is to have several smaller mission packs released, with larger downloads a possibility as well.

http://www.psu.com/New-details-on-The-Agency-pop-up-News--a0002489-p0.php


und hier das dazugehörige lang geratene Interview
http://www.joystiq.com/2008/01/21/ces-2008-a-covert-intel-briefing-on-the-agency/
 
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hm... hilft mir nicht wirklich weiter... ok es gibt gebiete und missionen etc. aber wählt man die missonen aus einem menü/spricht mit nem char etc. und wird dann an den einsatzort "gebeamt" oder ist es wie in WoW wo alles in einer welt stattfindet...

für mich liest es sich eher wie 3 hauptgebiete von denen man dann die "missionen" auswählen kann...

aber danke für die info!

hast du auch noch welche ob man nur durch ausrüstungitems besser werden kann oder ob es auch RPG elemente gibt?
 
hm... hilft mir nicht wirklich weiter... ok es gibt gebiete und missionen etc. aber wählt man die missonen aus einem menü/spricht mit nem char etc. und wird dann an den einsatzort "gebeamt" oder ist es wie in WoW wo alles in einer welt stattfindet...
ka
für mich liest es sich eher wie 3 hauptgebiete von denen man dann die "missionen" auswählen kann...
Städte in Bezirke unterteilt und danach die Missionsauswahl, also alles wie gehabt

hast du auch noch welche ob man nur durch ausrüstungitems besser werden kann oder ob es auch RPG elemente gibt?

Kuckst du hier:
Agencies and Progression
HM: So you have your main Agency, and you can gain ranks by completing missions for it. Based on what specialty you have you gain titles and skills within those areas. Just using weapons and items within the game, you'll gain proficiencies within those weapon families, which will unlock even more skills. They're inter-related with each other. "I've been using the Desert Eagle for ten years, now I'm going to switch over using this other pistol, and this pistol already has two skills unlocked." Instead of one monolithic ding, players are going to be going for a series of dings all the time.

MW: We really want players to always feel like they're always progressing, always unlocking new operatives, skills, abilities. Very similar to your classic MMOs, you're limited to what you can do, what you can equip; as you gain ranks it unlocks access to skills and abilities, stuff you can do over time.

HM: Influence and access are the two concepts players will get into their heads. I need to generate influence in order to gain access to story, to operatives, to stuff. That's going to be an easily-digestible concept for someone who many hasn't dived into the meta-language of MMOs. One of the things I love about the spy genre is that everyone automatically gets it. I love fantasy, I love sci-fi, I love writing those stories, but whenever I try to describe the game concept I have to go in and back-fill for like ten minutes. "And then Sir Clamdar of Thobordoxy grabbed the Handbag of Doom." Or, "the year was 2753, and the Federation ..." Most people don't care. They just want to jump into the world and know where they stand, as opposed to being dropped into a world completely clueless. That's what's great about the Agency, there's a lot of similarities but our world is so different from the real world that they start to experience the humor and flavor. We do have one sort of philosophical mandate with our design: we tackle no ideological struggles. The real world is a dark place, and to capitalize on that is not fun. We want people to have fun.

You mentioned the achievements you can get from exploding the guys in the mission or playing Qbert; will that have any sort of character impact?

HM: Influence is earned by completing missions, but it's also earned by completing the bonus achievements we've talked about. It means that you know if you just need a little bit of influence to advance the story mission path, you could go play a side mission if you want, or you could go gamble and reach a new level you've never reached before. That ensures there are a bunch of ways to play that aren't all based on combat. Non-combat in an MMO is just as important as the combat – it's what keeps the glue of the world living.

MW: The other aspect of that is, maybe you've been stuck for a while, you put an operative on your objective and just log off, and it can work for you to gain influence. We want people to be able to feel like they can advance all the time.

There's PARAGON and UNITE; will we get to pick the bad guys to play?

HM: Not at first. There's so much game to build, I think it's valuable to start with the familiar sides. The best part of PARAGON and UNITE is that they're not diametrically opposed enemies. There are going to be points in the story where PARAGON and UNITE will uncover the 'real' villain will be able to team up and take him on together. I think that's going to be a neat mechanic, where PARAGON has gone through these thrill-junkie Eurotrash guys that have been causing problems and UNITE has been going through these human-trafficking weird goth-dudes and then they all realize the central villain is set up in this fortress so they can join together and take out the threat bigger than themselves. I love that idea of bringing players together.


Operatives
How do you gain operatives?

HM: Basically play the game, complete missions, explore the world, you'll attract guys based on your influence. The max guys you can get are less than the total number in the world, meaning folks will be encouraged to specialize in the types of operatives you collect. They also have storylines that you can work through, with small characters having these minor interactions between each other. The operatives also go the places where you can't, because the Planet Earth is kind of huge.

Are you ever going to be in a place where you can have your operatives collaborate on a project?

MW: Of course. In fact, players are going to build joint agencies (like guilds). You'll be able to add operatives to a project to shorten the timespan, or even complete something that's not possible to do by yourself.

I read something about tie-ins with your cellphone? Does that tie-back into the operative system?

HM: If you opt-in, because everybody hate unsolicited spam, operatives will not only give you updates on how they're doing on their mission (completion, success, failure), they'll also do some two-way communication as well. The example I give over and over again is, I've got one guy who's building a car for me for a vehicle challenge. Another guy is out investigating a gang. I'm sitting in a meeting, far away from my PC, I get a text message from the first guy saying "hey, that car you wanted, it's waiting for you". Gaahh ... I need to see my car. The next message is from the other guy, saying "yeah, I found those guys you wanted. They found me. They're asking for a million dollars or they're going to kill me." Text 1 to send a million dollars, text 2 to let him die. It's all about what kind of agency head do you want to be – do you want to be benevolent like M or kind of creepy like the Alias guy?

MW: You can also say "I want to get to that decision when I get back online." It's not that it's going to force you...

HM: We're also never going to put time constraints on you. There's nothing worse than a timer puzzle that you're told is going to happen. That's just cruelty. Everything is on demand. But if the player wants to feel like that's happening ...

MW: Or even if you just want to advance the story, just move the story forward, you can do that. Or you can just say "wait until I get back".

HM: It's a great bridging mechanic, to keep people involved in the world. To give you updates as they're happening. Even if your operatives are just having a personality conflict between themselves. That may lead to a fight, or it may lead to a romance, or ... I love the idea of one of my operatives being unavailable because she got ... well, you know. Each of the operatives have their own personalities, and they increase in rank over time, gaining new specializations and abilities over time, making them more valuable for you to trade them to other players. That's one of the things I love ... when you hit the max rank in our game you'll only be able to have about a quarter of the total number of operatives out there. "I'm going all the weaponry/research route, you're going the vehicle route. I just picked up a guy in my recruit bar, I don't really need him so much but I'll recruit him so I can trade for that dude you don't want." We are going to introduce the concept of rarity to this, and it's going to be particularly interesting. "How the hell did you get the Black Mamba card?" "I got really lucky, I got the gold rating in this mission and she made herself available to be recruited." "Dammit, I got to try that."

http://www.joystiq.com/2008/01/21/ces-2008-a-covert-intel-briefing-on-the-agency/
 
danke! solltest echt newsposter werden ;) du hast die infos :D

also das mit den skills gefällt mir schonmal... hoffe man kann viele verschiedene waffen lernen (oder auch alle xD)
 
2 teiliges Q&A zu The Agency

http://theagency.massivehq.com/special-features/qa1_part1

http://theagency.massivehq.com/special-features/qa1_part2


Ich klaue mal eine kurze Zusammenfassung zu den Q&As

Hal Milton, lead designer of The Agency, continues to declassify restricted information regarding the upcoming spy-mercenary MMO shooter. This time he discloses details regarding operatives that can be recruited for either of the two factions in the game. Operatives function as collectible NPCs that will help build your espionage network. You can collect, trade, and bet operatives away; Milton puts it "...similar [to] but not exactly the same as what folks have seen in collectible card games in the past."

Now, how do these pawns work strategically in a spy thriller like The Agency? First of all, there are four types of operatives: combat, stealth, support, and social. Obviously, each one has a particular skill; some can gather intel to help direct you on your mission, others can provide direct support by securing a checkpoint or causing a distraction that'll help you pass tricky spots. One interesting thing about operatives is that you may have to sacrifice one in order to find out the truth about certain aspects in a mission -- then you'll have to face the repercussions of your decision. Tie this up with the ability to swap operatives between the UNITE and ParaGON groups and you're sure to have a convoluted, quadruple-crossing, bloody spy-game on your hands.

It's all rather an intricate and unique system. So if you find all of this confusing (as you should because anything that involves spies always is), then it might be a good idea to check out the rest of the in-depth interview over at The Agency HQ.
http://www.ps3fanboy.com/2008/04/29/the-agency-interview-declassifies-an-operatives-role/
 
naja bild 3 ist ja sowas von hässlich, wieso haben die schon nach 10 meter diese verschwommene sicht eingebaut?
 
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