Dark Messiah of Might and Magic Interview

ComputerAndVideoGames.com has published an interview with Kuju Entertainment's Alastair Halsby and Arkane Studios' Romuald Capron and Julien Roby, in which they quiz the developers about their upcoming FPS/RPG hybrid, Dark Messiah of Might and Magic.
Q: You've carried the character evolution system across to all the multiplayer modes in the game - how does that system work in the multiplayer environment?

A: The first thing that was important in multiplayer was turning them [the characters] into classes. In single-player, you can be a bit of everything. We made the decision quite early on to split them up so you'd specialise in one class or another to promote teamplay and variety. It means we can make someone be really great at something, but as a counter-balance they're not so great at something else. We just thought it'd be more interesting to have extremes in the multiplayer game. And also, that way, people would play as part of a team.

With some many different skills and ways of playing the game, the danger in multiplayer is that everyone becomes the same character, so we thought we'd pre-empt that and define them as different characters.

In terms of the skills, we've taken the majority of the skills from the Arkane guys, we've added a couple of small ones for use in multiplayer - for example, the mass healing spells. But in general, certainly everything you do in multiplayer generally has pretty much the same equivalent in single-player. The goal's always been that, everything you learn in either single-player or multiplayer is always applicable to the other, and we've tried to make them as similar as possible.