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[Q&A] Tree of Savior Development by 4Gamer
#11
Hello, everyone. I'll be posting my translation of the entire interview. Long post incoming!

In the G-Star 2014 event held in Pusan, 4Gamer (4G) got a chance to talk with IMC Games about their highly anticipated game "Tree of Savior". This article will try to cover about the different aspects of the game as told by producer and director Kim Se-young (SY) and IMC Games representative Kim Hakkyu (HK), from the 80 classes that make up the game to what the game aims to accomplish in the future.

4G: Thank you for joining us here. First off, how were the tasks for Tree of Savior assigned between the two of you?
HK: At the beginning, I handled the more technical aspects of the game, but I've become more of an adviser to the game's development. Basically, I have entrusted the role of producer and director to Mr. Kim (SY).
4G: Why? I was informed that you were the one who made the game at the start.
SY: Lately, there are many games that don't stand out at first glance, and we wanted to make a game that gives an impression that "it is THAT game". High-end games are abundant in the industry, and they boast stunning graphics, but I feel that the content of those games aren't too different from each other.
4G: I see.
HK: We planned this game's content to resemble the classic ones, but the server and other things related would be high-end. In fact, we wanted the actions of the player to be recorded in databases.
4G: In other words, what a player does in the game can be used in many ways. However, since you said that "aspects of the game would be classic", how about the action factor of the game?
SY: There will be a little action in the game, but it's not as major as it seems. This is not a game centered on action, but we decided to add some to maintain a sense of tension in the game, to an extent.
4G: There are a lot of people who consider this game to be "today's Ragnarok Online", but as someone who helped make the game, what are your thoughts about this?
HK: A lot of people do want to play Ragnarok Online, but since we are already working on something different, I just hope that those people would also give this game a try.
SY: Personally, rather than Ragnarok Online, I wanted to make a game similar to "Arcturus: The Curse and Loss of Divinity". The game adopts a system where the character can jump, and the directional keys can be used to move, as well as use items that you probably would only see in a museum.
HK: Arcturus didn't have that many players and I might not know that much about it, but what I'm sure is that the game's story will be like the story of Arcturus.

4G: Speaking of the story, how was the story of Tree of Savior created? Please do tell about some background info about it.
HK: I only know the monsters and the map from what I've seen, but I do notice the sheer abundance of plant-type mobs in the game. I can describe the story as "a world where the Goddesses that vanished disguise themselves as plantlife".
4G: It seems connected to the title of the game, "Tree of Savior".
SY: Yes. There is a very large tree in the game, and the story involves looking for the secrets it holds.
4G: What is with the goddess disappearing? And isn't the girl with wings on her back in the trailers a goddess?
SY: That is the Goddess of Destiny. She will constantly give challenges to the player, who showed up in her predictions, in the game. We based the story on Lithuanian mythology, but there will be different goddesses who will appear in the game.

4G: That makes one of the many goddesses who suddenly vanished. Well then, please talk about the other features of the game.
SY: Tree of Savior has three main features. First of all, it looks different from other games; there are many options available to players; and players are given a wide degree of freedom, allowing them to do many things in the game. It's hard to explain it concisely, but "we are making MMORPG standards". Players can can accomplish various roles in this game. There are 80 classes to choose from, each with its respective roles.
4G: I feel that the 80 classes are a big factor in the game, but is there a bigger classification than this? How are that many classes organized?
SY: The standard classes are usually composed of the Knight, the Wizard, the Archer and the Healer. Each of these four classes have twenty types each, with 80 all in all.
4G: I see. I notice that some of the classes don't exist in any other game.
SY: I think that there are many that you have not really heard of. For example, the Pied Piper. Like the 'Pied Piper of Hameln', it can control monsters by playing the flute. (Revised -Sana)
4G: That did appear in the trailer. I'm impressed at how it was able to lead on monsters by playing the flute.
SY: This class can play the flute, but can't really play offensive.
4G: By the way, which class does the Pied Piper belong to? Is it the Healer class?
SY: Actually, it's the Archer class. It can move monsters around using a flute, but not only that, it can make them do other actions like attacking. (Revised. -Sana)
4G: Is there anything else?
SY: How about the Corsair, then? This character leads a band of pirates, and anyone who joins his party become pirates too.

4G: Interesting. Please do tell more about the others.
SY: Okay then. There's also the Paladin, a battle healer. Paladins can make pillars of light that prevents mobs from entering the zone but allows players to attack the enemies from inside. Very convenient.
The Linker is a class that links enemies together. Linked enemies take damage every time each individual is attacked. Also, allies can also be linked together, giving a buff that shares the HP of all linked allies among each other.
The Shinobi uses magic that allows him to make doubles of himself.
The Thaumaturge can transforms one part of his body.
4G: How does the Thaumaturge transform its body?
SY: For example, enlarging one's hand increases attack damage and enlarging one's head increases one's Intelligence. Enemies, on the other hand, can be weakened by shrinking them down, which helps in hunting.
4G: So it's a class that grows and shrinks things. Can enemies be enlarged too?
SY: Yes, to the point of exploding.
4G: So it appears you can do things like make monsters bigger or control them with a Pied Piper. (Revised -Sana)
SY: Currently, boss monsters can be shrunken down, but we'd be planning to put a restriction for it.
4G: Are there other classes you want to talk about? We want to hear more about them.
SY: The Murmillo, as a merman, is a class where your stats are boosted when you wear a fish head. It's a close-range fighter, but can also jump from far away to attack. But there's also a risk to it. (Revised -Sana)
The Centurion is a class that can manipulate his party members. He can move players into various formations,  and can change a member's positions by double-clicking on them.
4G: The other players can't do anything under the Centurion's formation effect?
SY: Players can move away, breaking the formation and allowing each player to attack individually. Currently, we're trying to reproduce military formations still in use today.
In addition to that, Druids can manipulate plantlife, and can transform into other monsters. The Dievdirbys is a class inspired by an existing Lithuanian occupation that involves creating images out of wood. In the game, images of a deity can be used to warp to other places, but a Dievdirbys can make one if warping is otherwise unavailable.
The Oracle is a class of foresight. It knows where a monster will attack next, and can determine what a monster will drop upon death. Oracles can also transform an undesired mob into another.
Aside from this, there's also a class that can perform out-of-body experiences (lol). The developer blog already posted about this so please do read up.

4G: There's so many classes in the game, isn't it?
SY: Each class has a distinct style of attack, and each has a role to accomplish in the game, so I hope that everyone enjoys playing these classes. A while, when we talked about the Corsair as a class that leads a party of pirates, I forgot to mention that said pirates can bury treasure and use pirate flags, among other things.
4G: That would be interesting to see.
SY: In boss battles, we're trying to avoid scenarios where "certain party setups are needed". Any class composition can surely take down bosses.
4G: However, how will that be possible will all those classes in mind? I'm sure everyone is thinking about this too.
SY: I've considered about that too. It's always interesting to think about it, so I always put those into consideration.
4G: It might have been difficult to balance these classes.
SY: On the issue of balance, for example, 10 classes with the same roles were released, but we make sure that their duties are different at the start, so I feel that the popular discussion of balance can't apply here.
HK: Even though they all attack in some way, people tend to choose the "strongest class", but in this game with lots of classes to choose from, I feel that the issue of balance doesn't appear much.
4G: I see.
HK: There's a variety of classes to choose from, and putting these combinations of classes in a different circumstances solves that problem. We seem to have gone past the developer's expectations, and we're expecting exceptional tactics to show up in the future. We'll be looking forward to what the users will come up with.

4G: Regarding the game in general, will MMO field maps be widely used in the game. Or will the game focus more on instances?
HK: We'll mostly focus on MMO fields. Quest bosses will be under instances, but there will be bosses located on field maps where most of the battles will happen.
4G: Please tell us more about aspects of the game outside of battle.
SY: Since the game is still in its Closed Beta stage, we'll be focusing more on battle. We have many ideas in store, and we're already planning the release of additional features in the future.
4G: I understand. How long will it take until the game finally becomes complete?
HK: We're focusing right now on adding new classes and making ten-minute demos of the classes in action.
4G: By the way, Nexon Korea already has announced that they will release the game on South Korea, but how about Japan?
HK: We're still deciding about that, but it is likely that Nexon may end up handling the Japan server as well.

4G: I see. Well then, any last words for the readers of 4Gamer who are excited for the game's release?
SY: To everyone in Japan, we appreciate your anticipation of the game, and we hope that you enjoy the game when it goes live.
HK: I think it's an honor to see everyone's way of showing their enthusiasm. I hope that Japan's many ways of showing their enjoyment to the game allow us to persevere.
4G: Thank you very much for your time.
Fragrant green winds blow across this new, yet somehow old land. This imaginary world is home to dragons and giants, monsters and demihumans. With a burden weighing upon your soul, go forth, o winged one! This land spreads out before you like a blank page, make your mark in it!
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#12
Thanks for the full translation Orix. I skimmed through it and it's right for the most part, although there's some mistakes. I'm just listing a few for the classes part since I need to sleep.

本当に聞いたことのないようなものがたくさんあると思いますよ。例えば,「パイドパイパー」ですね。これは「ハーメルンの笛吹き」のように,笛を吹いてモンスターを操るクラスです。
I think that there are many that you have not really heard of. For example, the Pied Piper. Like the 'Pied Piper of Hameln', it can control monsters by playing the flute.

実は弓の系列です。笛を使ってモンスターを引き連れて移動できますが,それだけではなくて,モンスターに攻撃させたりなどの操作ができます。
Actually, it's the Archer class. It can move monsters around using a flute, but not only that, it can make them do other actions like attacking.

モンスターを大きくしてパイドパイパーで操作するなんてのもできそうですね。
So it appears you can do things like make monsters bigger or control them with a Pied Piper.

「マーミロ」は,魚人という設定で,魚の頭をかぶるとステータスが上がるクラスです。近距離の戦士なのですが,離れたところから飛び込んで攻撃を行うこともできます。その分リスクもありますが。
The Murmillo, as a merman, is a class where your stats are boosted when you wear a fish head. It's a close-range fighter, but can also jump from far away to attack. But there's also a risk to it.
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#13
Thanks for that. My translation's not really that good, so please do help out. Smile
Fragrant green winds blow across this new, yet somehow old land. This imaginary world is home to dragons and giants, monsters and demihumans. With a burden weighing upon your soul, go forth, o winged one! This land spreads out before you like a blank page, make your mark in it!
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#14
I'll try fixing it up when I have time, but I'm quite busy the next couple days... (。-人-。)
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#15
Since I just finished it, I figure I may as well post my translation as well. I'm sure you'll notice there are some minor differences between mine and the above posted translation, but I think that will only help to get an overall more accurate translation.

Quote:4Gamer: Greetings from Japan. First off, what kind of roles do you two have in regard to Tree of Savior?

Kim Hakkyu: Initially I was overseeing the technical side of things, but lately I've mainly been giving advice. Basically, I'm leaving the roles of producer and director to him (Kim Seyon).

4Gamer: Why is it that you wanted to make this game?

Kim Seyon: Lately there have been so many games that even if you look at the screen, you can't tell which one it is, so we wanted to make a game that, just by looking at the screen, you recognize it and say, “Oh, it's that game.” High end games have increased, and even though the graphics have gotten pretty, I felt like many of the actual game's contents have no great differences.

4Gamer: I see.

Kim Seyon: The game was made with the game itself being classical, and the server, etc. more high end, and it has become this game. Actually, in this game, almost all player progress is recorded in a database you know.

4Gamer: In other words, it's a possibility that player actions could bring a variety of meanings, right? However, regarding the gameplay being classical, how is the action part?

Kim Seyon: It has a little element of action, but that's not really a big thing. Despite not being an action-centered game, in order to preserve some degree of tension we have incorporated a feeling of action.

4Gamer: In Japan, there are many that are treating this game as a new generation of Ragnarok Online, so from the perspective of someone involved in making Ragnarok Online, what do you think?

Kim Hakkyu: If there are people who have always played Ragnarok Online, since there is probably not much more that can be done (with that game), I think I would like for those people to play this game.

Kim Seyon: Personally, I think it's closer to a game previously made, called Akros, than Rangnarok Online. The fact that characters could jump, the key based movement system, using items that actually look like they could be in a museum, and the appearance of the world, are closer.

Kim Hakkyu: There weren't many players for Akros, so not many people may know of it, but it is certainly similar to Akros in terms of the story and stuff like that.

4Gamer: So what's going on with the story in this game? Can you tell about the background?

Kim Hakkyu: So that you could recognize the monsters or maps when you see them, there are an unusually large amount of plants. We have painted an adventure where the goddesses have vanished, and the world has been covered in vegetation.

4Gamer: So that is connected with the title, Tree of Savior, huh?

Kim Seyon: Yes. In the game there is an extremely big tree, and it's the story of going to search out that secret.

4Gamer: Regarding the business about the goddesses disappearing, isn't the winged person in the video a goddess?

Kim Seyon: That is the Goddess of Destiny. In the game, she is a being that makes a prediction, and gives the player a trial. It's something that has origins in Lithuanian Mythology, and there are various goddesses that appear throughout the game.

4Gamer: So it's the case that one of the goddesses vanished, right? Well then, could you once again explain to us the features of this game?

Kim Seyon: Tree of Savior has 3 features. To begin with, there's the fact that it has an appearance unlike other games, the fact that there are many options and a lot of enjoyable elements, and the fact that there's a high degree of freedom for the player to do just about anything. It's difficult to explain it simply, but we wanted to create the standard for MMORPGs. We also made it so that various people could play various roles. The fact that there are 80 classes is also because we wanted to make various roles.

4Gamer: Speaking of the 80 classes, I think that's a big feature of the game, so do you have an overarching classification for them? How are they sorted?

Kim Seyon: In regards to the classes, there are four basic categories, Knight (Swordman), Wizard, Archer, and Healer (Cleric). Each has 20 classes, making 80 in total.

4Gamer: I see. Among them, do you think there are any classes that likely don't exist in other games?

Kim Seyon: I think there are a lot that really have never been heard of. For example, the Pied Piper. Like the Pied Piper of Hamelin, this is a class that plays the flute and manipulates monsters.

4Gamers: Pied Pipers also showed up in the video, huh? It was impressive how she played the flute and leading along a lot of monsters.

Kim Seyon: This class only plays the flute, and can't really do anything like attacking.

4Gamers: By the way, which of the four previously mentioned basic categories does this class fall under? Is it the healer (cleric) category?

Kim Seyon: It's actually the archer category. They can use the flute to manipulate monster's movements, and not only that, they can manipulate things like whether they will attack monsters.

4Gamers: Is there anything else?

Kim Seyon: How about Corsairs? This character is a pirate leader, and when this class forms a party, everyone in the party becomes a pirate.

4Gamers: That's interesting. How about the others?

Kim Seyon: Hmm, you're right. For example, the Paladin is a battle healer. You use a skill, and a round light is created, so that enemies cannot come inside, and you can attack from inside, which is extremely useful. Also, Linker is a class that can link enemies together. It is possible that when monsters are linked together, when one of them is attacked, all of them receive damage. Also, when allies are linked, it becomes possible for HP or buffs to be shared. Other than that, the Shinobi can attack using art of the doppleganger, and Thaumaturgies can change one part of the body.

4Gamer: In what way can they change the body?

Kim Seyon: For example, when their hand becomes bigger, their attack increases, or when their head becomes bigger, their intelligence increases. Since they can make enemies smaller and weaker, they are extremely useful for hunting.

4Gamer: So they're a class that makes things bigger and smaller? Can they also make the enemies bigger?

Kim Seyon: Yes. When they continually increase the size of the monster it will end up exploding in the end.

4Gamer: I see. So it seems you can make the monster bigger, and have a Pied Piper manipulate it too, right? Can you also make boss monsters smaller?

Kim Seyon: Currently, you can make bosses smaller, but after this we plan to put in some kind of restriction.

4Gamer: If there is any other peculiar class, please tell us.

Kim Seyon: The Murmillo is a class that's supposed to be something like a merman/mermaid, and when you put on the fish head your stats increase. The Murmillo is a short range fighter, but they can jump in from a distance and attack as well. That part is also risky though. The Centurion is a class that can manipulate party members. They get in a formation and can perform movements or attacks. There are various formations, and when you double-click on the numbered squares, you can change party member's locations in the formation.

4Gamer: While they are being manipulated, can the other players not do anything?

Kim Seyon: If the player is being manipulated, they can break out of the formation and attack independently. Currently we are in the process of making it so that it can be possible to return to the formation currently being used. As for others, other than manipulating plants, the Druid can change into monsters. The class called Dievdirbys is actually currently a job that exists in Lithuania, and they carve statues out of wood. In the game, they can create a statue of the goddess and warp, so if there's a time that you don't have money on hand, this class can make a warp statue. Oracle is a class that is able to make predictions. They know beforehand where enemy attacks will land, and will also display what items those monsters will drop upon defeat. If you're not interested in a particular monster, you can also change it to another monster. Other than that, there's also a class that can have something like an out of body experience. (lol) The developer's blog has a lot published, so please reference that.

4Gamer: There really are a lot of classes, huh?

Kim Seyon: The way in which the classes attack isn't the only difference, since it was our desire to have many different roles, we hope that you'll be looking forward to it. We introduced the Corsair earlier by saying that everyone in the party would become pirates if the Corsair was the leader, but it will also be possible to have roles that involve things like burying treasure, using pirate flags, and stuff like that.

4Gamer: That sounds like fun.

Kim Seyon: Also, with boss fights, no one will say, “If you don't have this particular set-up, you can't beat the boss.” You'll be able to win with many different combinations of classes.

4Gamer: Still, how were all these classes thought up? Did everyone get together to think up ideas or something?

Kim Seyon: Basically I thought of them by myself. I'm always thinking of how I can make the game more interesting.

4Gamer: Isn't it difficult to balance?

Kim Seyon: Regarding the question of balance, as an example, there are times where 10 classes have the same roles, but in this game, the roles are different in the first place, so in general I don't that a discussion about balance would be practical.

Kim Hakkyu: If all of them had the same attacks, everyone would likely choose the strongest class, but since there really are so many roles, I don't think the issue of balance will come up.

4Gamer: I see.

Kim Hakkyu: There are various classes, and currently we're figuring out how to group those classes to go about resolving the various situations that arise. We're hoping that there will be a super-play that will be beyond the expectations of the developers. I'm really looking forward to what kinds of the plays the users can come up with.

4Gamer: Will the game mainly take place on the world map, or will it be instance based?

Kim Hakkyu: Generally, almost all of it will take place in the world map. In regards to quest bosses, those will be handled via instance, but field bosses will be in areas accessible to everyone, so it's possible there will be large battles.

4Gamer: Could you tell us about some game features outside of combat?

Kim Seyon: At the CBT stage, combat will be specialized and implemented. We're thinking of a number of things, but we want to start by having the basics ready, and then plan to add in more.

4Gamer: Got it. At the moment, what would you say is the percentage of completion.

Kim Hakkyu: The things that needed to be done for the CBT have already been completed, so after that is to see the reaction and make adjustments.

4Gamer: From here on will you be increasing the number of classes?

Kim Hakkyu: For the time being, rather than increasing the number of classes, I think I'd like to be able to focus more on showing off the already existing 80 classes' varied roles.

4Gamer: By the way, it's been announced that Nexon Korea will be in charge of this game's service inside Korea, but what about Japan's service?

Kim Hakkyu: It's not been decided just yet, but there's a high possibility that, like Korea, it'll be Nexon.

4Gamer: I see. Then lastly, do you have any comments for the readers who are anticipating this game?

Kim Seyon: To the Japanese people who have big expectations, to those people, we expect to make a game that you can really enjoy.

Kim Hakkyu: I think it's an honor that so many people are in anticipation. We are working hard so the Japanese fans will enjoy it.

4Gamer: Japan thanks you.
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#16
Haha, you beat me to writing those up :d
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