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Interviews

Fury

We grill developer Auran on "the ultimate player versus player experience"

Developer Auran has decided to jump into the MMO genre with a game that blends fast-paced action with RPG elements and chucks the mix into a pure-PVP environment. Welcome to Fury.

Auran founder and CEO Tony Hillman describes Fury as the ultimate player versus player experience.

"We have set out to become the number one PvP game where people come to test their skills as an RPG player", he's whispered in our ear.

And he's got plenty more to say on the game and indeed the MMO genre in general, as we found out when we caught up with him for a chat.

Read on to find out what he has to say, and be sure to eye-up an exclusive Fury trailer which is viewable via our video player...

Expectations the gaming marketplace now has for MMO games are extremely high. How are you meeting that challenge with Fury?

Tony Hillman: WoW has certainly raised the bar when it comes to traditional MMOs. We looked at their budget and success and decided we didn't want to compete head on, so we said "What can we be best at?" That is when we decided to focus on being the number one PvP game in the market.

So would you describe Fury as an MMO evolution or revolution? Why?

Hillman: Our goal is to start a PvP revolution. However, I think Fury is simply an evolutionary step. We have made Player versus Player combat the central focus of our game. We have eliminated all the boring bits and put all the rewards and loot into a PvP context, and surrounded that with a backstory that motivates players to fight.

In Fury, competition is key. In our focus on competition, we've taken lessons learned from FPS games and brought them into an RPG style combat system. It's similar but different, therefore I think ultimately we are evolutionary.

The MMO space is becoming increasingly crowded. Do you think it's expanding too rapidly and that many of the ventures are doomed to failure? How are you avoiding this with Fury?

Hillman: I hear this a lot and I don't get it. In the West, there are 2,000 games released a year and 10 of them are MMOs. How does that make the space crowded? Of course making MMOs is harder and more expensive than other genres, so there are certainly many failures along the way - probably more so than other game projects.

Once again the key is focus. If you create a WoW clone in a different world setting, you have to ask yourself "Why will people give up their character? Why will they give up their 1,000+ hour investment just to start again when they play your game".

Fury is different. We're not a full subscription game, and we expect that many people will play Fury as "their other game". This is much like gamers do with an FPS they play only at lunchtime or after work.

What would you say is the magic nut that's yet to be cracked by developers in the MMO genre, and why pick that?

Hillman: The magic nut is a mass market "game" that appeals to a broad range of people. The Sims achieved the magic nut offline and someone will crack the nut online. I'm pretty sure it won't be very "game" based (The Sims is more of a sandbox) and I think it will involve music, chat, cool clothes and all that type of stuff - certainly no goblins.

There's an opinion amongst certain MMORPG developers that what I'll call the current generation MMORPG feature set - as seen in World of Warcraft, etc - has reached its peak and that it's now time to move on and innovate in the genre. Would you agree or disagree with that - what's you're own opinion?

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