Imagine flying through the air in search of a new
Empire to conquer. Beneath you lay rivers, roads, mountains,
hidden paths amidst the woods, bustling and guarded
cities, tunnels leading to an entire under-world and
- impressively - 15 unique races. As you glide in closer
you can hear the buzz of a town, musical voices and
the sound of alarmed birds with the clash of metal against
metal in a nearby raging battle. One of those races,
Dragons, being you, is getting a bird's-eye-view of
the entire world.
Sound neat? Wait until you see what else Horizons has
in store.
Horizons:
Empires of Istaria promises to be a world where
people will "forget they're humans." Players will utilize
and experience every type of social belief, terrain
and weather that exist on earth and then a few that
do not. "Dragons will fly through the sky, dwarves will
mine underground, Lamurians will swim in the sea, and
humanoids will roam the land."
The world of Istaria, spanning at least "hundreds of
square miles," will be full of faction run empires,
cities and towns that revolve around unique, rich, extensive
storylines, battles and quests. Each player begins in
a small town as a "teenager" with a preset family, history
and childhood background. Character creation will include
the players choosing their name, race, sex, alignment,
starting stats, and a belief system about their social/religious/government
concerns.
Chiefly serving as the birthplace of the races, towns
will consist of a quaint feel and will usually be smaller
in size than Cities. Parents, relatives and guilds,
including real playing characters [PCs], will help make
family networks viable when beginning in Horizons. Parents
will behave much like real parents - offering their
children a bed, meal, and at times money.
Likewise, cities will provide established trade routes,
roads and a place to communicate and socialize with
other players. Taverns, Inns, Smithies, Horse traders,
and shops of all descriptions will be functional in
Istaria. Cities will have guards that protect the citizens
from "attack and banditry" and shopkeepers will alter
prices per supply and demand. All city utilities will
be NPC controlled yet PCs can easily bide for their
own shops and necessities inside every city and town,
at times putting NPCs out of business.
Most
players will have bought, rented or a built-to-order
home. Zones will be set aside for certain building structures
and breaking the rules might result in the "government"
tearing down the building or imposing fines.
Communication and transportation will take diverse
shapes in Horizons. Many languages will make their way
through the lands of Istaria. Naturally, certain languages
will be more dominant in certain parts of the lands.
Look for these: Common Elvish, Dwarvish,Gnomish, Lamurian,
La'sai, Ssliktar, Dragon, Morkal.
As well, transportation between lands will be highly
dependent upon your character's abilities, race and
age. With the ability to fly, swim, or trek underground
and the added uncertainty of wind/air currents or lurking
evil, Horizons' travel should be more exciting than
anything we have yet to experience. Each player begins
with a map of her/his immediate area, which will expand
the further you venture into new areas. The underground
land of Istaria will house dungeons, caverns, towns
and other subterranean areas. A unique and impressive
below-water atmosphere will host its own race and homelands
as far as 12 miles away from land. Naturally, most travel
will occur above ground and on horses. However, with
Vampires and Dragons scouring I would suspect travel
throughout Istaria might prove quite deadly.
In as much, combat and death will have unique features
in Horizons. Real-time combat will execute actions that
will not be fully controllable. So, your character animates
visually appealing fight sequences with varying attacks
and parries. As well, you will be able to configure
defensive, offensive and balanced, etc. stances. In
the occasion of death, religion will play an all-important
part. Gods with unique and at times demanding demeanors
will certainly cause rift and harmony for deserving
players.
Killing monsters, solving quests, finding treasures,
and at times killing other players will all gain your
character experience and rewards. Horizons is focusing
on ensuring a community of craftsmen, so a full skill
tree will be utilized. Higher skilled players as well
as special training centers will assist player in their
voyage to greatness. Noteworthy, while learning, if
you improve your Long Bow skill your Short Bow skill
will likewise increase.
Horizons' magic system will be exceptional; "free-form"
spells will allow mages to be dangerous opponents in
battle. Mages will enjoy a diverse selection of schools
of magic. Also, many different items will be enchanted
with magical powers. Different spells and effects will
of course expand as players continue to discover novel
ideas and mixtures.
Istaria's entire make-up rests on the contingency that
community will take over and be the crucial power behind
the games intricate government. In order to help this
process, "the Ku'tan" have been chosen to lead the folks
in the world of Istaria. Council leaders and followers
will be in charge of keeping peace in the lands. These
Game Masters will occupy the lands and keep track of
crude and menacing activity throughout Istaria.
Moreover, Government and race relations will play a
pivotal role in the world of Istaria. There will be
wars between cities with voting for rules and regulations
of cities and lands. Government will have the ability
to create unique laws that will be carried out by the
members of the law enforcement groups in the area. Hence,
enabling players to become meshed within the differing
communities in order to gain titles and power. City
governments will ply for both strength and uniqueness.
In retrospect, extensive background history and diverse
races, makes way for innumerable possibilities of wars
and allies alike in Horizons. Being developed by Artifact-Entertainment
and expected to release mid to late 2002, with current
plans of an internal alpha and public beta test. AE
expects to house more online players per server than
any other persistent world simulation [PWS] to date
(10,000). Game interface will contain semi-automatic
real time combat, easy right click access to all useable
items, hide-able menus, extensive tool-tips, detailed
polygonal models, and a realistic 3rd person/1st person
view. System requirements as of now: 500 Pentium III/Athlon
processor, 128 mb - 256 mb RAM, TNT2Ultra 32 AGP or
higher graphics, and 3D sound will be supported as well.
The focus on majestic and interesting history, personality,
dreams, Deity, beautiful art-work, massive land size,
parents and siblings, mountable critters, magic, pets,
hurricanes, and above ground to under-water cities all
appears quite astounding. The information and detail
Horizons has put into the creation of their MMORPG is
unparalleled. Overwhelming and vast in the beginning,
sorting your way through and learning to appreciate
its magnanimous content causes any role-player to drool
in hopes of accomplishment and achievement.