Frontier 1859 Interview
Part 3
RPGDot: Will characters be able (upon release) to make
vehicles? Enchant items?
Yes, some PCs can build wagons and carts, and of course trade
horses, but there are no enchanted items among the invader
races. Only the Indian tribes have enchanted items, which
can be perceived as "superstition" to some folk.
There is also a "Faith" modifier that could potentially
change the outcome of some actions.
RPGDot: What about vehicular combat (the pride and joy
of ALL vehicle owners)? Can I run someone over with an ox
cart? A dragon?
Yes, but the game will penalize you. If no-one
witnesses
the crime, It will still be in your conscience inventory.
That means that a nearby NPC might take swift action against
you, and at the very least your PC will always remember that
you did it. Eventually, enough of those on your conscience,
and it affects your disposition.
RPGDot: Will you have item degradation?
Yes, in "Frontier 1859" everything degrades over
use and time. Some items, like gunpowder, can be rendered
useless when wet. Poorly made ammunition will misfire. Short-fuses
will explode, and poor condition instruments can back-fire
or break under stress.
RPGDot: Will you have areas in your world which are extraordinary?
IE - Dreamscapes, floating castles, etc [As was seen in Clive
Barker's 'Undying' game]?
If I were to answer that, it would no longer be "extraordinary."
:
RPGDot: What excites you about playing this game?
Experiencing a frontier life, with all of its' extremes,
constant dangers, and treasure-hunting aspects. Find a good
spot, file a claim, build my home, and after a while have
friends and neighbors drop by. Defending a fort under attack.
Knowing a few good hunting spots, and sharing them with friends.
Protecting the helpless. (Did I mention "Hero" points?)
Explore a huge Virginia City mine network. Play poker with
the best. Watch and learn how people will act and adapt to
this kind of environment.
RPGDot: What other on-line games do you or have you played?
I have played "The Realm, Red Moon, WWIIOL, DAOC, AC,
BF-1942, E&B"
RPGDot: What excites you about those games that you have/had
played?
I enjoyed something from each one. In The Realm, people were
very social, we had a great time being in a Guild. It was
the first Graphic MMORPG, but didn't get the credit it deserves.
WWIIOL had an authentic sense of scale, and I had a lot of
fun using tanks. In DAOC I made allot of online friends, and
led a guild of my own. We had many hours of group fun together.
In BF-1942 there is an undeniably fun blend of "user
friendly" vehicle action. I've just started playing E&B,
and the story intrigues me - I'm really curious to see where
the journey will take me.
As our team grows, I think that it is an invaluable asset
to collectively share our passion and experiences of "what
makes games fun."
RPGDot: What do you consider the most important lessons
you've learned, both as gamers and as developers, from other
online games you've played?
The MMORPG is evolving. As long as there is broadband and
beyond - the MMORPG is here to stay. The demand for more efficient
tools and less expensive ways to make them will grow. These
products do not have to be thought of as "competing with
giants." All MMORPGs do not need to be about Castles,
Magic, and Swords, nor Spaceships and epic Battle.
It should not be about "how much can we make" but
rather "how well can we make it." The product will
suffer, if it's all about analysts rather than good product.
Remember when business was all about building consumer trust
- I got news for you IT STILL IS!. Build a good product and
get consumer trust back up. They really do recognize your
logo! Keep your word, or you'll spend allot of E=TM2 (energy
equals time & money squared) trying to earn back their
trust.
The MMORPG is a new frontier into the heart and mind of man.
It can offer educational benefits during the process it realizes
a form of non-volatile action. We can study social behavior
like never before. "Star Trek" actually attained
a faster means for travel beyond warp-drive. It was when the
Halo-Deck came into play. We have the technology to boldly
go where we have never gone before.
RPGDot: Will there be static spawns? Static loot?
No. But if you pan for gold, tunnel into the earth and find
a silver vein, or some other valuable ore, they could be considered
"static loot" deposits until they play out. In any
other case besides panning, they require greater efforts and
vestments to realize.
RPGDot: OK- would there be any real benefit to leaving
(mines, etc) open as opposed to closed to the public? If not,
why would anyone ever leave theirs open?
Good point! If everyone has the choice - I don't think anyone
would - and that is my point. No-one would choose to be victimized,
and all the cool stuff they have built destroyed. Again, play-testing
will be the final decision factor. However, yes, there is
one very good reason to leave a mine or other business flagged
as "Public." People can log in to work for you.
You might pay more than the other guys, or the NPC jobs. Also,
if there is a fire alarm - people can come to your call.
There are currently two segments planned for "offline
content." The first is simply the ability to log your
character into certain "work for hire" jobs. We
are working toward facilitating players with the tasks that
are more fun. Tasking can get tedious, but you need money
in "Frontier." Not everyone will find the rich stuff.
Not everyone will have a successful service, farm or business,
but being able to work on your stuff before anyone else sees
it is also an advantage to the person who likes to try out
different things before subjecting them to the scrutiny of
others.
As for the land, the rich stuff is hidden all over the game
board. People have to find it for themselves. It requires
skill in prospecting in order to find it. The better the prospecting
skill - the more likely the information that the game reveals
to that player is accurate.
Say Logan can't log-in for an afternoon. But really would
like to play. So you have been storing up some resources to
build some more stuff on your land, or some more tunnels,
or water is building up in the shafts you have already sunk,
and you need to get the pumps going, or you received email
that your NPC workers have all disappeared, and you need to
find out why.
RPGDot: What is your favorite aspect of your game?
Getting as close as I can to a re-enactment of history in
the safety and comfort of my home.
RPGDot: Aside for the fact that the game is not yet out,
what is your least favorite aspect of your game?
That it has not yet been funded, so we can be in full production,
and I can hire some of the awesome candidates whom are passionate
about this project.
RPGDot: What features will be coded into the game to allow
guilds to be more than just 'glorified chat channels'?
The "1859" release is planned to have a few built-in
factions like the "601 Vigilante Gang" which have
period relevancy. Other PC authored factions can earn "group
vs. group" status. Group vs. group fighting rewards group
efforts as opposed to the individual. The rewards can vary
depending upon who is sponsoring the campaign. Sponsors can
range from political and privately held military organizations
to outlaw, vigilante, and secret society groups.
But largely, think "family." The family unit was
one of the most important aspects for the posterity of mankind.
Many PCs can live in one household if they wish, and bear
the family surname. The family estate can be passed on to
the next of kin. Family households ( and dowries ) grow through
marriage, and having children. PCs can also be "adopted"
heirs. In any case, children create a reserve slot for the
posterity of the family household.
RPGDot: One of the major problems customers face with all
released games is that of content. 2001 has a bad year for
releasing games with actual content (AO, WW2OL, DAOC) - what
can you say to reassure the nervous masses?
This will be a third generation MMORPG. We have the fortunate
opportunity to learn from each other. Be patient, and taste
the soup when it's served.
RPGDot: To get our readers a bit into the 'business angle'
of the MMOLG - what was the biggest hurdle you believe new
designers have to hurdle when pitching the game to a producer?
Publishers used to sign "Early Stage Development Deals."
They knew that some games could not be accurately represented
in an instant demo, but that they should be done. I've been
in the business since early cartridge days. We always knew
that a good demo comes with time and testing. Good business
is about cutting the bad business out of the equation. Many
desire a "sure bet" these days. It never existed
in the first place. There is no reason to be afraid of the
innovators. In this day and age, the top of the class is getting
caught with their books creatively adjusted. Business is not
about what you can get, its' about what you can give. The
getting comes from the happy customers who give.
A Producer from a large (but now struggling) publisher once
said to me when he called me about an AD job offer - "We
are the guys who come in after the trail blazers have taken
all the arrows." Some would consider that "looting"
but perhaps it is merely a twist on innovation. Who has made
me their judge? It is inaccurate to stereotype anything, or
anyone.
In school, they taught us that "There are the ones who
steer the wagon, and the ones who hop on it." Through
the course of my life, I have learned that: "Whether
you steer or ride, you must be ready to adapt to the changes
ahead."
Press on, and keep the faith! That is all I can say to them.
If you know you got it - stay the course.
RPGDot: Any additional comments you would like to add?
Thank you for taking the time for this interview.
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