Factsheet
Developer:
ESQ game
Based in Prague, Czech Republic
Release date:
2016
Platforms:
PC
Website:
esqgame.com
Regular Price:
USD | TBD |
Description
El Somni Quas is a new indie fantasy MMO, currently in the state of developement, with ambition of recreating hardcore experience of the past and combine it with modern graphics and user interface. Based on successful free to play shard Endor, we are taking advantage of it’s time proven ruleset and vibrant ecomomy that has been stable for over ten years.
History
ESQ Manifesto Lot of people ask us what revolutionary or new features do we bring? In general when coming up with a product you have two options that work. Either bring some revolutionary new idea and do your best or take existing ideas and implement them better than those before you. To give some examples, Minecraft is truly revolutionary and successful. On the other hand IPhone also caused somewhat of a revolution, but it is not revolutionary idea. Apple simply took already existing ideas (some older than a decade) and did perfect composition, far better than any other before. Apple has been doing this for over two decades and it still works. We have seen see plenty of innovative gaming ideas in our genre and it is almost always a fail, because these innovations are brought only to showcase the innovation and are ignoring basic gaming principles. Trend is to give everything to players as fast as possible without any obstacles – trend is to dazzle and impress. This causes big fluctuation of players as a consequence of short game play time. Players flock to new ideas, as they are dished out generously and rewards are quickly available and are ever so shiny. These games are then invariably abandoned with the same haste, to the despair and surprise of creators. How is it possible then, that old and significantly more hardcore and less dazzling games are still running for years and years with very loyal communities. These projects should long be dead according to current paradigm of gaming. Nowadays innovative creations are usually running successfully for few short months and then they are forgotten with player base collapsing rapidly. Lets simplify a little bit and sum it like this: If you can max your character in 2 weeks, you become bored with the game. Bigger the challenge, bigger the satisfaction when you finally manage to achieve it. And this is the driver for real players, driver that lasts. We do believe, that good gaming concept will never become obsolete, so we have chosen to take principles we liked from games we enjoy and make composition that fills demand currently present in the niche MMO market. Why invent squared wheel to bring some new concept if there is such an obvious gap. There is no fantasy sandbox + FFA + loot + PKs MMO (we like so much) immune to simplifying trends. We know that no commercial company will or even can ever do such a game, because community that would welcome it is relatively minor and it would never ever repay incredible amount of money necessary to commercially produce such game. But in our team we are able to do such game with far lower budget. It of course places as some limitations, but nothing with impact on game play and that is what is going on. Now you ask what makes us think that we can indeed produce such game. Well, we do have one big advantage. Since 2002 we are have running FFA Ultima Online Shard. It is using Ultima Online principles (sandbox, FFA, loot, PKs), but it has completely custom exp/level/class/race system with hundreds of spells, abilities, pvp rewards, multiple players ritual spells, complex magic item system and so on. We have the system, the ruleset and economy model that has been improved, tuned, fine-tuned and honed for over 13 years of its existence. And we know it works, it has kept its faithful players for years and years. In essence, our goal is to transfer this system to modern 3d environment and add some improvements and tuning because of switch to 3d (most significant would be “no tabulator” combat), but we really don’t have to tune exp gain, drop from monsters, pvp rewards/system rules, craft system difficulty, overall gaming risk/reward ratio, etc, because this is already done and proven by 13 years and cca 30 000 players who played on our server during those years. From the project management point of view, we have absolutely clear scope and we know precisely what we want to do. Everybody who was leading development of similar gaming projects knows that huge amount of time is spent by discussion on how this and that will actually work, what will fighters do, how much experience will you gain and so on and after that it takes still takes years to tune these numbers to not have critical issues in game balance and game economy. We don’t have to do this, it’s done and tested. We only need to tune in the changes caused by switch do 3d. Also, we have the core team, who built one online game already and was able to sustain for those long years. We are not resurrecting the old game as many of you thought, rather we are resurrecting the old school principles (sandbox, FFA, loot, PKs, death exploss, non linear dungeons, overall gaming challenge), but in custom and up to date system. We also know very well, that such gaming style is not for everybody, so we will not try to attract mainstream players. We want to attract players, who like games with challenge and adrenalin where your gaming skill really counts, not level only of your character and time you spent grinding mindlessly.
Features
- No inflation of values and achievements. Do you hate, when you invest hundreds of hours to gain something and new data disc gives that almost for free? Do you hate, when great artefacts of past are nothing in compare to new additions? Well, this will never happen in ESQ. Content will indeed grow during time, but only in amount and diversity, not in power.
- Gameplay based on your skill. Especially PvP. You need to learn how to dodge, target, think about which spell will you use when. You will still level your character up, but influence of character level will be not that big as it is common nowdays. You will be not invulnerable for characters several levels lower.
- Old school PvE. No linear dungeons, but mazes full of secret levers and traps. Difficulty scaled more with AI than hit points of NPCs. You can indeed harm your party with misfired spells.
- Ballanced PvP/PvE/crafting systems. We know, that one cannot work without the other in the long term.
- Full loot. If you die, you can loose whatever you have on your body. Don’t feed the PKs, don’t go in mithril, where iron will do. And yes, PKs, except city guard zone there is no protection. Are you scared? You should be.
- Full blown crafting. Vendors will get you but the most basic tools. Main source of equip is crafting.
- Housing. Private or guild. Build it, maintain it, improve it, love it (and store all your gold in there).
- First Person ranged combat, 3rd person meelee and peace mode. You can sneak up on people, if they are not careful enough.
- Definitely not epic. No insanely huge swords and shoes, no disco like lightning effects, no purple mounts, but decent realistic look (as fantasy MMO can have).
Videos
There are currently no trailers available for El Somni Quas. Check back later for more or contact us for specific requests!
Images
Logo & Icon
Additional Links
Gallery
Pictures from developement esqgame.com.
About ESQ game
Boilerplate
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More information
More information on ESQ game, our logo & relevant media are available here.
El Somni Quas Credits
Jiří Wallenfels
Producer
David Šanda
Developer
Jiří Ludwig
Developer
Jan Richter
Developer
Zbyněk Juračka
Level designer lead
Stanislav Jamřiška
Developer
Contact
Inquiries
info@esqgame.com
Twitter
twitter.com/esqgame
Facebook
facebook.com/esqgame
Web
esqgame.com
presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks