I got the chance to sit down and talk with Tony Hilliam CEO of Auran, and Adam Carpenter the Lead Designer of Fury at PAX recently. For those that don't know much about Fury, its genre is a bit hard to nail down. It has elements of an MMO, such as levels, persistent characters, acquiring items and money, with a very fast paced melee and magical battle that is much closer to a first person shooter.
WarCry: Can you explain how levels will work in Fury? Do you have them, and how does that fit in with the combat system?
Auran: We do have levels; however they work a bit differently than in most games. We have these abilities; there are over 300 in total that allow you to do different things. We don't have classes in the game, so everyone can be whatever they want. You basically choose your abilities you want to use right now, and head out. Any time in-between battles you can swap them out for others. So basically you can have different sets depending on what your group needs right now. The levels in the game are really just to introduce you to all these abilities. So you can start out with say 25 abilities to check out, instead of overwhelming you with 300. You can reach the top level within about 25 hours of game play, or 50 if you are really slow. So it's not that a certain level guy is so much higher than a lower level guy, it's just a way for us to introduce you to all the abilities over time without overwhelming you.
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