Face of Mankind Interview
Part 2
RPGDot: Will you support vehicles that players can control?
Marko: We are still thinking about the decision to
let players pilot vehicles. So it is not possible to tell
you anything exact at this moment.
RPGDot: Will characters be able (upon release) to make
vehicles? Enchant items?
Marko: No.
RPGDot: Will you have item degridation?
Marko: As this is an important topic in an economic
cycle, it will find some place in Face of Mankind. We plan
to implement making old and often used weapons and items less
effective than newer ones.
RPGDot: Will you have areas in your world which are extraordinary?
IE - Dreamscapes, floating castles, etc?
Marko: There are special places that only play a role
for the story. There is a large space station and a moving
space cruiser you may enter if you are a member of specific
organisations.
RPGDot: What excites you about playing this game?
What is your favorite aspect of your game?
Aside from colonies, what would you say the major differences
are between this game and the upcoming Neocron?
What do you believe the biggest enticement(s) of your game
will be over other MMOLG's in this genre (AO, Neocron, etc)?
[IE what will make people choose this game over another in
the same genre?]
Marko: Face of Mankind has truly unique features for
a massively multiplayer game. We did a lot of fine-tuning
already in existing massively multiplayer gameplay elements,
like the complex and realistic ranking structure and the fact
that only your real abilities will influence your rank level.
But the most unique feature is the comprehensive economic
system behind the world of Face of Mankind. The economic system
will influence all the game elements and even the story itself.
This brings a lot more new features into this genre and combines
tactical and strategic gaming elements with campaigns and
combats.
Face of Mankind addresses those players who want to experience
a new level of role-playing. We would like to call it "story
role-playing" (SRPG). The game offers many opportunities
to play different gaming elements and a change from fighting
to economic strategy if the player wishes. Rising within the
rank structure offers so far unknown tactical gameplay. Leaders
have to take care over their crowd and their tactical knowledge
will directly influence any mission results.
The game has an ever-evolving plot that changes as the players
do, and so it always feels like you are a part of something.
RPGDot: I am generally excited about online games, especially
massively multiplayer online games. I like the potential of
player communication, competition and cooperation. But I never
found a game that really excited me in all its aspects. Mainly
the gameplay and the interface upset me. This was one of the
main reasons why the Face of Mankind project was founded.
RPGDot: Will there be static spawns? Static loot?
Marko: There are no static item spawning points. Even
the spawn points of the NPC´s won´t be the same,
they are constantly changing.
RPGDot: Aside for the fact that the game is not yet out,
what is your least favorite aspect of your game?
Marko: Well, you will not believe me, but the sole
negative aspect is that Face of Mankind is not yet out. But
this is only a matter of time now.
RPGDot: What features will be coded into the game to allow
guilds to be more than just 'glorified chat channels'?
Marko: Nothing. The most important topic in Face of
Mankind is being part of an epic story, but aside from organisation
memberships, it is also possible for players to group themselves.
This is no official gameplay element, but we will not forbid
players to build their own clans in addition to their organisation
memberships. Game friendships and alliances are always welcome
and make the game a more humane experience.
RPGDot: How will long distance travel work?
Marko: Traveling is possible with Vortex Gates in
Face of Mankind. All these gates are connected to each other
and all places are reachable from every gate. The player will
have to choose his or her destination and confirm the price
for the travel.
Positions of friends or teammates can be found easily. You
can check this in your ComLog, an all-round tool in the game
for messaging, banking and information exchange.
RPGDot: In some upcoming MMOLG's, they have a toggle one
must use if one wishes to exit 'combat mode' for such things
as talking, crafting, etc that makes the interface rather
awkward. Will Mankind have this? What sort of modifications
can be made on the interface? [Will one be able to choose
between a fixed point mouse or a 'hold right click' to move
the viewpoint ala Everquest?]
Marko: There will definitely be no toggle to start
or exit combat mode. It is your fault if you are typing in
action and do not concentrate on your fights. From this point
of view Face of Mankind is quite realistic.
The interface will have two different kinds to use the mouse
- Normal mode and controlling mode. In normal mode the mouse
is always used as free-look to change your view and rotation
and to fire weapons. When using a terminal like Face of Mankind's
Market Terminals, Production Terminals or the Vortex Gates
the mouse cursor will be shown to control the buttons and
windows. You may exit very easily using the Escape key to
return to normal mode.
RPGDot: From your web page: "...will present you a
world of 5 huge cities on earth and several distant colonies
in outer space. As a player you are part of an epic evolving
storyline." In addition to the 'Vortex Gates' will players
be able to ride a space ship up to the colonies?
Marko: Piloting a space ship to the colonies is not
possible, but there will be special areas to visit like space
stations and a huge space cruiser.
RPGDot: What are the death penalties? Will you lose experience?
Skills? Items?
From your web page: "If a player is killed, he begins
either the game from the start and has nothing then or can
reproduce himself." Will this be like Anarchy Online
where one goes to a 'save character' booth and pays credits
to 'save'?
From the web page: "In both cases it will last at least
3 days." I have no idea what this means - it is in the
part about character death.
Marko: Comparable. Actually, we are still thinking
about the character death. We had very comprehensive thoughts
about the death of a character. Our goal is to make death
an experience to avoid. We want to increase suspense in missions
and thus death should be feared by everyone, just like in
real life. The actual status is the following:
If your character dies you will loose everything that you
carried in your bag. Your bag-size is limited, so you will
not loose everything you possess.
Re-spawning is only possible if a gene image was taken from
your body before. How this will be done is not yet fixed exactly.
This gene image reflects the status of your installed implants,
health and protection power. If you die you will be re-spawned
in your flat after a recreation time. Within this time it
is not possible for the player to enter the world. We are
still thinking about the recreation time and will keep this
topic for beta-testing.
RPGDot: From the web page: "Anyway, senseless slaughtering
is prevented." In what way is 'senseless slaughtering'
prevented by either starting from scratch or the ability to
'save'?
Marko: Senseless slaughtering is not only prevented
by the way we plan to realize the player's death, but more
by the way we have implemented combat and PvP into Face of
Mankind.
Slaughtering or extreme PvP in MMORPG´s mostly is the
result of too mighty characters, or even players who just
want to kill someone in such a virtual world.
Face of Mankind is NOT skill based in the usual sense as we
know from other MMORPG´s. You can´t hide yourself
behind a mighty skilled character who is able to fight everyone
easily. To beat someone you will need your real abilities,
must be good and fast.
Also, death is punished more than in other games, explained
in the answer before.
So, a player who is just running around and killing people
will very soon be a victim, watching the scene from the opponent
side.
Additionally there will be our L.E.D., the Law Enforcement
Department to bring justice on the streets. Slaughter or murder
is just seen as being a "normal" part of the street
life. And in this way it is handled like all other illegal
acts.
RPGDot: From the web page: "The player can trade with
everything having a value, because a money exchange is possible
all the time." I don't know what this means. Does it
mean "Characters will have a secured trade window available"
or does it mean "Characters can sell things to NPC's
to get money" or does it mean "Characters can take
any item they are holding and convert it to money without
the assistance of NPC's?"
Marko: No, it simply means that players may trade
with each other all the time. If you want to sell something
to another player this is allowed, because an exchange of
items and money transfer is always possible.
RPGDot: From the web page: "The illegal component
makes the game more complex and more exciting." In what
way? How would NPC's or PC's be able to tell if a PC is carrying
something 'illegal'?
Marko: Illegal game components always provide more
conflicts players need to solve. NPC's and PC's are not able
to see if someone is carrying drugs, but there are police
forces and intelligence institutions that could act undercover.
Law Enforcers of the L.E.D. could organize an undercover mission
to find out who is trading with drugs. That is what I meant
makes the game more complex and offers exciting role-playing.
RPGDot: From the web page: "The player can change
the clothes if he carries them in his bag. The carrying of
objects is limited and depends on the size of the bag. Movement
speed is thereby limited, too." Will players have access
to banking facilities? If so, will the banks all be magically
connected or will I have unconnected accounts? (By that I
mean if I put a laser rifle in a bank on Earth will I be able
to take it out from the bank while I am on a colony?)
Will it be possible to rent extra bank space?
Marko: You will keep the items you are not carrying
with you in your own flat. This is reachable from all Vortex
Gates around. There will not be any bank terminals to keep
your items like known from other MMORPG's. There is a limit
to this, but I cannot give you an exact value at this development
stage. I guess you won´t be able to blow up the capacity.
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 nervious masses?
Marko: Well, Face of Mankind is full of content. There
are loads of storylines and dynamic content to offer players
a huge variety of roleplaying possibilities.
Like told before, Face of Mankind is more an SRPG (story roleplaying
game). Each organisation will have its own storyline and campaigns
that change or renew every week. Campaign leaders and even
usual mission team members will influence these storylines
with their acting.
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?
Marko: The most difficult task is to always find the
right compromises. Making games is always about finding compromises.
Sometimes you have to find a way around possible difficulties.
Designing a massively multiplayer game has to do with a lot
of technical knowledge and experience. You must be aware that
everything can happen, and you have to be prepared for these.
RPGDot: Any additional comments you would like to add?
Marko: Creating a MMORPG like Face of Mankind is an
exciting area to be working in. We feel strongly that it will
be one of the key games that truly implement players into
an epic storyline. Finally, we would like to thank RPGDOT
for giving us the opportunity to tell their readers a little
more about our title.
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