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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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