Mourning is a new persistant online world set in turbulent medieval times. Mourning plunges players into a beautifully detailed world to explore which includes underground caverns and dungeons, woodlands, mountain ranges, deep forests, ice lands, swamps, cities and towns.
In the near future you could expect to see almost 70 new worlds launched on the market. Some of them are just expansions or parts of an older title but all of them want to bring us better graphics and innovative ideas or concepts in regards to gameplay. Mourning will not feature classes, levels or experience points, only races, skills and attributes. In this way we hope to offer much more freedom to players when developing their in-game personas.
One of the problematic areas in any MMORPG is the usual repetition of its gameplay. In order for characters to progress, the players must invest many hours killing more and more creatures and in time, he or she learns all the mechanisms of the game, gets the best items which correspond to his or her class or race, the character than reaches the highest level permitted by the game and thats it!
We gave up the first generation level and class based systems and adopted a political and economical system that allows for alliances, expansions, territorial invasions, player vs player fights or server events generated by Game Masters. Fights larger than one on one PvP encounters will be allowed such as RvR (realm vs realm), TvT (town vs town), VvV (village vs village) or GvG (guild vs guild). Moreover, these fights will not necessitate a certain level from the characters that will attend them because there is no such thing as level progression of the characters in Mourning. In this way we are attempting to encourage greater communication between players and the support of new ones with money, items or advice.
A unique bloodline system exists to create many role playing possibilities, and expands upon the instances of permanent death feature of the game allowing for truly epic gameplay experiences. Players no longer are forced to stay with one character through out the game. Here they can have an entire bloodline or lineage, where the founding character of a line is born into the world bearing the name that all characters born thereafter will bear. With this feature comes the ability to marry, have children, and in the case of permanent death, the player continues living in the game world through his or her child as a playable character and receives the benefits that come with that characters existing bloodline.
All the characters will have a life of their own that begins with the age of around 15 or 16. Characters are born, get married, sire children and eventually die from natural causes. Children will inherit a higher speed of developing certain skills that his or parents mastered, as well as wealth passed down from generation to generation. The most important thing a child will inherit is fame, an important feature that helps in measuring all the players actions within the game world. In Mourning the child of a very well known hero will gain many advantages.
Mourning sets out to change the general perception of the playability of MMORPG titles by veering off the well traveled path others have taken and by implementing many innovative ideas such as bloodlines, player generated questing systems, permanent death situations, player driven economies, territorial conquest and the removal of player levels and classes.
Mourning is a next generation MMORPG set in a medieval fantasy world featuring 3D accelerated graphics which take full advantage of Nvidia and Radeon technology. The core of Mourning is made up of guild vs guild strife with RTS elements mixed in. Started in 2001 and currently in the beta stages of development, Mourning is scheduled for a 2004 release. Mourning sets out to change the general perception of the playability of MMORPG titles by veering off of the well traveled path others have taken and by implementing many innovative ideas such as bloodlines, player generated questing systems, permanent death situations, player driven economies and the removal of player levels and classes.