GD: The cooperative play is similar to many other MMOs. You form parties, groups, guilds, and even factions; the advantage is that you don't need to try to find a specific needed class, such as a healer, because most players will have a healer inside their family already. In addition, many of the dungeons and bosses require a party to defeat them, so grouping is still an important aspect of the game.
GSUK: What are the options in the game for crafting? And is there anything in the crafting system for Sword of the New World Vis that makes the game stand out?
GD: Sword of the New World has a strong crafting element within the game. For example, players can upgrade their favourite weapon with special enchantments during their levelling to allow them to keep the weapon useful much longer than it normally would be. Monsters drop a lot of crafting materials, such as different types of ore, and these materials are also used for creating traps, turrets, fences, and a variety of other equipment useful for player-versus-environment play, as well as player-versus-player play.
GSUK: Tell us a bit about the barracks system.
GD: The barracks or "quarters" as they are known in Sword of the New World Vis is a place for your family to reside. You start with the ability to hold five family members in your quarters, and as you progress through the game, this increases to the maximum of 36. When you enter Sword, you are asked to select three members of your family from the quarters for your day's adventures.
GSUK: What can you tell us about the non-player character classes? How they will affect gameplay?
GD: Within Sword of the New World Vis, there is the concept of UPCs or unique-player classes. For example, the game contains the traditional fighter (and variants), wizard (and variants), healer-type classes (although our game's healer is actually quite unique), and these classes have stances that represent their classes. An example of this is the wizard class, which has magical-type stances and forgoes the ability to use a sword or shield. Another example would be the fighter who has stances that allow him to use a sword, sword and shield, sword and dagger, or sword and gun; each combination of weapon has its own stance.















