Frontier 1859 Interview
Part 1
Logan,
2002-10-08
Frontier 1859 is an MMORPG bringing
you to the wild wild west. To learn more about the game we
had a lengthy chat with Daniel McMillan who told us all we
wanted to know.
RPGDot: What is your name and job title please?
Allow me to introduce Jolene Brumbaugh. She is a design consultant,
and also a community support specialist. My name is Daniel
McMillan, and I am the founder of a start-up development studio
called "Cosmic Origins, LLC",
RPGDot: Is first person point of view fully supported?
"Frontier 1859" is planned to be a first-person
game, with scenic and action exemplary camera views.
RPGDot: How customizable is the GUI? Are all of the keys remappable
or are there 'fixed keys' (ala AO)?
The GUI will be the most un-obtrusive we can come up with
without being useless. I think most people like to be able
to remap. Why should a lefty deal with righty key-mapping?
Our commitment to the player is "Fresh experiences with
simplistic control." You can bet that the GUI will be
an ongoing priority, because no game is fun if the GUI gets
in the way.
RPGDot: What things are being done to help the newbie?
A tutorial like Everquest use to have, etc?
There will be a help system that suggests possible choices
for new activity where the choice that needs to be made could
directly effects the PC. The whole premise is built around
survival in a harsh environment, and that: "there lies
treasure in them there hills." That is the way it was.
People risked life and limb for adventure, enterprise, land,
and a new life. In a world with limited, but dynamically changing
content, we hope to maintain that "newbie feeling,"
but yet acquire enough skills to survive. That would seem
likely to suggest that anytime someone tries something new
- they are a newbie. Unlike other games, we really want to
encourage everyone to go out, explore the land, and inhabit
it. It's risky, but that is the nature of adventure.
RPGDot: How many face models are there for each race (not
counting the hair)?
The action-figures will have a variety of characteristics.
They will be given top priority. We want to offer just enough
variation to lose each other in a crowd, but also stand out
when we need to. They can get-wounded, heal, scar, age and
eventually expire.
RPGDot: Are there NPCs to interact with? If so, how varied
are they? How many character models will there be for release?
When a boom-town reaches a certain size, the NPCs come. They
could be anyone from a bum on the street - to a high-roller,
to a little old lady with a reward for helping her with a
task. Sometimes strangers appear, and "mosey on through."
No-one knows what they are looking for. Only they do.
RPGDot: What will be done to keep 'd00dz' from banding
together into 'clans' of roaming PK'ers? What will be done
for those who don't enjoy PvP (or being stuck in the cities
if they don't want to get gacked)? What would you say to people
to rid them of the fear that the game will not become a 'gank
fest' that drove so many customers away from UO?
First of all, it will be nearly impossible for anyone to
get away with murder. The penalties will be too high. Measures
will be taken to ensure that no players are engaged in grief-play,
or harassment of other players. There will be a time period
where new players are able to stay safe from killers/robbers
while learning the nuances of the game. A bounty system, and
a penalty system will be instituted to encourage the death
of killers, and to penalize them severely. For instance, they
will not be able to go in certain towns to buy supplies, they
will not be able to access former bank accounts, they will
be hunted by player posses, as well as NPC lawmen. They might
even have their best friend turn on them for the bounty!
RPGDot: Any sort of reputation system built into the game
for NPC's? PC's? Is it possible for PC's to get bounties from
a game mechanism to go hunt down other PC's who have been
naughty?
Reputation is one of the most important flags in "Frontier
1859." The game will keep track of the consequential
actions of each player. A sort of in-game conscience (if you
will). { It's a very simple equation. If action A = N, then
A = Repercussion X, and + Y to Conscience Inventory}.
PC and NPC Reputation has equal access, but some things are
flagged only by witnesses present at the scene. Whether or
not they were NPCs or PCs determines what they do with that
information. Most NPCs are instituted by the town collective.
Therefore, most of their reputation is pre-disposed. However,
they may make a mistake. They are only human NPCs. ;) An example
of an NPC posted bounty would be if a bank was robbed. An
example of a PC posted bounty would be someone who were "done
wrong" by another PC. That player will most likely post
rewards, and/or "work for hire." Opportunities if
they can afford it. Not all public bounties will stick without
some witnesses or other evidence, but a private bounty is
the players own business. Private bounties can lead to privatized
power, or "gangs" but word gets' out about "privatized
and unlawful activity." Eventually it will turn back
upon the perpetrators.
RPGDot: What elements are in place to stop me from buying
2 accounts, 1 Mr. Respectable, and 2 Mr. Reprehensible, and
keep my "woods guy" out slaughtering everyone, and
use my good guy to resupply?
I'm looking into the opportunities to use this to the advantage
of both the player and the game. If it breaks the balance
more than supports the fun, then it will not be allowed.
RPGDot: Are there classes? If so, are they the standard
fare (warrior, rogue, healer, nuker)?
There will be ethnic races, rather than classes. "Titles"
and "dispositions" will attach to your action-figure.
PCs will decide on their own, who they will sell too, and
who they won't. For instance, as a loose example, not selling
certain goods to a "Chinaman" could flag "prejudice"
in your "dispositions" inventory if the last 5 Chinamen
who wanted to trade with you were rejected.
RPGDot: Conversely, is the game a skill based game, and
if so, is there a ceiling in place, so I cannot become the
"best at everything" and have very real trade offs
to choose?
Yes the game is skill based. PCs build a skill portfolio
that gets better (or worse) with use. Every skill has a ceiling
in itself. But an ill-equipped skill can be rendered less
efficient, just as a best-equipped skill can be more effective.
If there are only ten people in a town, and they all have
at least "Gunslinger" dispositions, who do you think
would draw first? It is part of the balance of power.
For the sake of an example, lets' say that 10 is Master level
attained in any skill, but 12 (being Grandmaster) is possible
if several conditions are met. Those conditions can be as
simple as "no handicaps" to any limbs pertaining
to the skillful use case of a particular instrument. In short,
there are several modifiers that affect skillful use. This
will have an affect on the PC decision making process.
RPGDot: Is combat open ended, like I.C.E.'s system use
to be? [I like a PvP system where the uber PK stumbles on
someone obviously their inferior, and of course attacks. However
due to extraordinary luck (on the order of 1 in 10000) the
newbie pierces the PKs eye, killing the foul beast. THIS would
make being a PK fun, since you NEVER know if you have a sure
win.]
Yes. I think this is the way it should be. It makes for un-predictable
results, ushers in a sense of "destiny" and leaves
the door open for a more-natural game balance.
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