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The Frontier 1859 interview at Stratics talks to Daniel McMillan, President of Cosmic Origins and Frontier 1859's lead developer. Once again, we offer you a snippet:
Q: What separates Frontier 1859 from the scores of MMOGs either on the market or in development?
A: Today's massive multiplayer online role playing games typically build a static world with extraneous interactivity potential.
Typically, everything is built for the players. In an attempt to cater the best dish possible, a static persistent world is created, and a linear repetitive path each new player must follow to advance. On top of that, they don't really feel like they can make any significant impact in their world until they reach level – X, and then, by that time, after hundreds of hours - the rewards are still extraneous as relative to the higher levels, and that means it is really no different than it was all along.
Frontier 1859 will be a dynamic world. As players move around and inhabit the landscape – it will change over time. Early maps will become obsolete. Frontier 1859 will equip the players with the tools to carve out a life for themselves, as they are released onto the landscape. Thus they will need to meet the needs of each other as well as the game world around them. Many people will need to rely on each other in order to survive some of the hardships such as winter. They will also need to cooperate in order to solve bigger-picture problems such as “lawlessness” and projects such as “lumber transporation” to meet the needs of mining, and the building of towns, as well as other problems such as water, fires, raids, gangs, and so on.
Hence the phrase: “Finally, the tools and freedom to author your own adventure.” |
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