Based on what I could piece together from Google-Translate (which we know how well Google Translates Korean! /sarcasm), this is all the news I could figure out from this interview. I can not determine if the developer being interviewed is actually the lead developer from the Korean team, or if it is the lead developer from the Japanese Company that has signed a contract for publishing and localization in Japan. Kim seems to be a common Korean name though, so I will assume it is one of the head developers from PearlAbyss.Combat:
I'm not 100% sure on this, but from what I tried to piece together it sounds like there may be an implication of use for each hand as far as basic attacks go. (Such as attack on one mouse button, and a shield block with the other mouse button as an example akin to Skyrim) There will be special skills on a hotbar just like any other MMO
which is to be expected that will allow people to use special abilities with the numerical keys. Stamina also is supposed to play a part in the system. Interestingly enough, some of the words that translated on the webpage of different abilities (generalized as pertaining to a warrior, not sure if they're things that might be implemented for other classes as well), were things such as Kick, Block, Grab, Shield, and Attack. Kim says that he wants attacks to feel powerful, and that combat should have a realistic feel to it. I'm hoping that this means that it will be less button mashing, but using timing, and exploiting openings in your opponents defense as a means to fight rather than, hack and slash until one persons health runs out. If this is the case, the combat in this game has the potential to be completely amazing.Economy / Political / Housing
While it wasn't described in detail how each system works, Kim said that players will be able to purchase and own most real estate in the game world, from farms, to mines, lumber mills, etc. etc. You can work these locations manually, or when you acquire enough income, you can hire NPCs to work your property and establishments. There was no mention as to what limits a player may have such as how much real estate one player can own. A particularly interesting part of this discussion was the brief mentioning of economy and sieges. Specifically he spoke on raising taxes and regional exports to help fund any war efforts. This largely implies that there is most likely going to be some sort of political system in place. As they mentioned that there are two factions, and the map is divided up by multiple regions, this indicates that the political system most likely operates on a typical medieval Fief/vassal and Lord system. Each Region is specified to have one keep governing that region, and it has resources and exports that are specific to that region. This fuels the importance of trade between players, and an active economy... and of course, War. While players are unable to build cities, it was said, "players can purchase houses, real estate, and businesses within the cities." It makes it elusive on just what properties can be purchased or how many there are per a city, but I'm kind of imagining in my mind, a Fable-esque real estate system, where all houses/shops may be accessible, and can be purchased by players. NPCs will play a big role in the game, you can hire them to acquire resources from farms, mines, lumber mills you own, or set up shops and hubs of trade with them. As the siege test was done with "NPC" mercs, 40 per a developer (10 developers versus 10 developers and about 400 soldiers per a side total), it leaves me to assume that you can hire NPCs as guards or travel companions. There is no word on what the limit might be, but it might be cool if your a rich lord who's got the money to back it up, to hire a little personal army.Siege Warfare / PvP
In the video shown at the signing ceremony, it was said that there were ten developers in the siege combat per each side, with 40 NPC mercenaries each making a total of 400v400. Currently, they are saying they do not want to make a limit on how many people can participate on a siege. They're were running at about 20 FPS when running 400v400 at high spec, and most likely running on High End machines. Their aim is to make it very smooth and offer many levels of detail, and this is specifically why they decided to build their own engine. There are several regions in the game, and one keep governing that region. You are able to attack the gates, tear down the walls with artillery, or alternatively you can scale the walls with ladders and siege equipment.
There are at this time a total of five classes. Though the exact names I can not confirm, the translated words imply that they will be as follows:
Knight - Sword and Shield Class, and probably the main Tank class.
Archer / Ranger / Hunter (Or as translated: Elf) - type class for ranged damage.
Sorcerer - Supposed to have both ranged and close distance magical attacks.
Tamar - Supposed to be something related to animals, and it is said to fight alongside your pet. (I'd guess between some sort of Feral/Ranger/Druid type class.)
Giant - The big guy with the two axes, and most assuredly your Melee DPS
There is absolutely no confirmation if any of the classes will be gender or race specific.
It was also confirmed by the developers that this game is infact, in their own words, intended to be a sandbox, and based on what we know about the economy/political/war/real estate I'd say even though you might not be able to build your cities, this is shaping up to be just that indeed. It seems like it will be a very politically motivated game with an equal emphasis on crafting/economy as much, (and Kim himself said he did not want to make the action the primary focus) if not more so than a war game.
Having read the bits and pieces and placing the puzzle pieces together I am now much more interested in this game than first glance. Its definately going to be worth keeping an eye on.BETA
They are aiming for 1st Quarter 2013 for closed beta testing, and are hoping to go to Open Beta by August or September of 2013. They mention that at this time, they are about 65% through production, and most of the main features and functionality are done.