We recently caught up with creative project manager, Mace Trahan, to reflect on the legacy of the classic MMORPG from Gravity, Requiem. They share insights into the game’s origins, its evolution over the years, and the unique features that have set it apart in the MMO landscape. Join us as we explore the stories and milestones that have shaped the unforgettable world of Ethergia.
Mace Trahan is a project manager here at Gravity Interactive.
He has been on many creative projects from Ragnarok Online, Ragnarok Origin, Ragnarok The Lost Memories, Dragon Saga, Generation Zombie, Ragnarok Begins, Requiem: Desiderium Mortis, as well as other project across Gravity properties.
What would you say are some of the most unique features that set Requiem apart from other MMORPGs at the time of its launch?
Mace Trahan: Requiem began as an ambitious project to create a dark, mature MMORPG that stood apart from the standard western fantasy titles dominating the mid-2000s. The unique twist of Requiem was the desire to blend horror elements into traditional MMO mechanics. This unique take offered players a world with different challenges and emotional journeys. It was very unique at the time!
Requiem started off in 2008, was followed by Memento Mori, Bloodymare, and finally Desiderium Mortis which was more of a rebirth with some original tweaks to create a unique experience.
The gore system was one of the first to feature graphic dismemberments and mature visuals. This type of approach appealed to fans of horror, body modification, and dark fantasy themes. Another key feature was the DNA system which allowed for deep character customization and a more tailored play style.
How did the player base evolve over time? Are there any memorable milestones in terms of player counts or community achievements?
Mace Trahan: Requiem definitely captured the attention of gamers looking for a diversion from the typical Tolkien-based fantasy gaming of dwarves, elves, wizards, and fairies. The first year saw significant growth with over 100,000 players in the first year. Many players were also drawn to the large scale PVP tournaments and community-driven events.
The positive response initially was a surprise to some insiders who were skeptical of the horror gaming angle but over the years there have been many titles released in the industry which have dipped into that more mature, horrific themed content and narrative.
Were there any particular challenges or surprises during the development or live operation of the game that stand out to you?
Mace Trahan: Delivering a horror game with mature content was definitely a challenge as the game needed to also appeal to a broader audience to encourage growth. One factor which remains difficult for any development team is adapting to evolving player expectations which is certainly true for Requiem. As new players came in there was always a consideration to make it welcoming to them without ignoring our long-time fans.
Thank you for joining us. Would you like to make any final comments?
Mace Trahan: When we relaunched, with Desiderium Mortis, one of the quotes from the community that really got people excited was from reddit.
“I remember being absolutely OBSESSED WITH this game omg”
<laughs> That was great! I think we all know the feeling of when a game really gets its hooks into you and starts kind of feeling like a living, breathing world. When we saw that post we knew the fans were still there and really wanted to play again.
It all starts with the fans in mind. Naturally, there are things can and can’t be done, but giving players a fun world to explore is at the core. Requiem has always been a community driven game. Concepts for refinements with classes,dungeons, and seasonal events have all been driven by the fans. We are grateful to them for their continued support and attention for so many years! Thank you!!