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Frontier 1859: Preview Altre, 2003-10-15
A rugged miner buried deep in the hills of the rocky mountains. You've heard tales of riches beyond imagining in these lands. You figure that panning for gold will one day give you that final, big break. Today seems like any other. A brisk, cool morning with the humming of birds and a light breeze.
You know enough not to expect wildlife since you are a strange being to the creatures of this land. Sauntering over the creek near which the night was spent you dip your pan in, sifting up dirt. Rolling your hands along the rim as you've done so many times. A wind from behind picks up suddenly. Look around cautiously, nothing to see. Just as your mind begins to put off the gut feeling that unknown eyes are watching, *thwak*, down you go. An axe to the head and you lay on the ground, a red river snaking it's way from a soon to be corpse. A tall, masculine Indian brave stands with a triumphant grin above you. Bare chested and decked in warriors paint, an expert. You didn't stand a chance. As the mind shuts down, the body going numb, the last words you will ever hear are, "Hahahaha! I ownzed j00 noob! U hav bin deFEatd by TEH GRAND MASTER INDIAN DORKZOR_14 (Knights of Wang)!!!!!!!11111
Congratulations, you've just been PK'd by a complete moron in a massively multiplayer online game. An all too common occurrence is a genre that is admittedly focused on combat and leveling. Sure, newer games say they're skill based, but we know the truth. It's still the same mill. Still the same guys running around at level 2 billion and master of whatever at week one after release. What happened to the "rpg" in Mmorpg? Wasn't it all supposed to be about the story? The experience and awe of the lands and people? The games out now simply have a hard time of it. Certain developers are trying to accommodate those who do not wish to fight their way to the top. Yet it all too often feels tacked on, or at best ends up being another mill. Either way, those who don't fight still get second consideration. Thankfully not all is lost for those of us who seek to reclaim the old ideals of role playing. Frontier 1859 is one such effort, and if it's even half as good as it claims we may finally be able to breathe a sigh of relief.
I'm sure many veterans of MMO's can remember seeing other players run buck naked through a snow blasted landscape. Or in a parka while setting out over the scorching sands of a desert. In each case managing not to have their fleshy bits frozen or burned off. I'm sure there are some street bums that might disagree with you, but these actions defy logic. Frontier promises to have a detailed and dynamic world that doesn't outright break the laws of physics. Running through the snow in your knickers will get you in serious trouble here. Expect a visit from the reaper if you push it. The environment itself will be entirely usable. Nothing in game will exist that does not have a purpose. Every stone, tree, house, and psychotic looking squirrel has a reason for being, and a use. Too many times I've seen such nice buildings in other games. Only to go up to the door, slam my face into it, and see that it's just painted on. The period of Frontier will also be accurate. The year is 1859. As such period specific tools, weapons, and towns will abound. Sound refreshing?
Above all else the game's defining feature is the Character system. Deceptively simple in appearance, it hides a revolutionary way of dealing with operations in game. Essentially there are four main factors that make up this system. Disposition, Attributes, Conscience, and Reputation. The best way to explain this is through example. For whatever reason, you steal a horse. If someone sees you doing this you will gain a reputation as a horse thief. NPCs and players alike will be aware. However, should you not be seen there are still consequences. A "repercussion" will accumulate in your "conscience" inventory. Eventually, as this builds up over time this will effect your disposition, perhaps manifesting as a paranoid personality. This in turn has an impact on everything you do, including modifying your skills. As fantastic as this sounds, it gets even better. Anyone that has seen you commit a crime will receive a "witness flag", which they can turn in to law authorities. This sort of thing could be used in court. Even if you say you were over at the old folks home baking cookies, a witness can prove otherwise. Time for a hangin'.
Skills in Frontier are divided into three areas. Attained, Schooled, and Inherited. Each has it's own sub-set. Inherited skills obviously are something you are born with. Thus infering that you gain them at character creation. The other two are a bit hazy as information is sketchy. Drawing a little from the horse theif example we can get a bit of a glimpse of how they might work. Basically, the horse thief will over time learn a skill, "Horse Thief." This happens from simply having done the act. The more you do it, the better you get. Seems simple enough? Well, it is. Nicely logical, and straight forward. Remember, you are what you do.
There is a lot going for this game. Far too much to cover in one article. Some of the more interesting parts being in game support for families and the ability to adopt NPCs as children. All in all frontier 1859 is an ambitious project that aims to remake the landscape of Mmorpg's. It's been in development for a while, but don't expect it any time soon. Quite frankly, I can't wait to begin meeting those psychotic squirrels.
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