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by David 'spridal' Moore
But
it’s more than post-apocalyptic movies. The Matrix (which has
post-apocalyptic underpinnings), X-Men – in short, the whole group of
films that deals with questions of what comes next…and what can
come next, the way books like The Stand, Lucifer’s Hammer, Earth Abides,
Alas Babylon, the novels that The Postman, The Omega Man, and Logan’s Run
were based on. Comics such as Judge
Dredd (not the movie!) or
Jeremiah (both the comic and the Showtime series.) In
games, there’s Fallout, of course, Gamma World, and some obscure titles
from the Eighties and early Nineties, board games like Car Wars and so on. In short, there’s a variety of thought and speculation about the nature of post-apocalyptic futures. From the beginning, our goal has been to create our own take, molding our vision of the world to come by studying today’s world trends and adding our own insights and approaches to the question of what comes after.… The
Icarus Studios team has quite an impressive background in the
telecommunications industry. Why create a game and why an MMO (one of the
most notoriously difficult types to develop)? James
Hettinger:
James
Hettinger: As
far as gameplay specifics, we’re particularly proud of having created a
game that doesn’t straightjacket the player into a class-based system. The
players themselves pick and choose the ways they grow their characters,
rather than being inserted into rigid classes. We’ve worked to make our
creatures more intelligent, to add levels of strategy and tactics that keep
the game from becoming formulaic. The
world of Fallen Earth is rich, complex, and expansive. The terrain can also
be deformed by players and events in real time, adding to the
ongoing and constant sense of exploration and discovery we want to
create – and taking the player away from the “sandbox” environments of
other online games. You are boasting some impressive stats (zoneless environments, unlimited players, worldwide servers)- can you tell us a bit more about the nuts and bolts of the game? What will character generation be like? What kind of skills and/or classes are available?
As
far as players go, a class-based system restricts them to a specific
character type. Our goal is for players to define their characters by their
actions - what they have and what they want to pursue, rather than a
pre-defined template. The
result is that players develop their characters themselves, and make them as
individual as they, themselves, are. Their characters’ skills and
abilities will be developed naturally within the game itself. The only thing
the players define for their characters is initial appearance – actual
character definition comes from gameplay (the appearance of characters can
later be altered in gameplay…). Our ambition led us to feel that unconstrained characters deserved an unconstrained world. Fallen Earth is zoneless because bounded play areas are not only highly artificial, they artificially constrain gameplay and game-flow. We wanted, and we created, a large world that was open and seamless. And huge: Fallen Earth takes place across an 83 kilometer by 83 kilometer area in real-world terms. Such a region naturally encompasses all manner of terrain, towns, underground complexes, the ruins of the world, and so on. Is
trading or crafting available and can a player avoid battle, surviving
exclusively with these skills? James
Hettinger: Bear in mind that this environment is harsh, dangerous, and that sooner or later everyone will face combat, but trade skills do offer a fruitful approach to the game. Resources, refined goods, virtually everything is rare providing a variety of needs for players to fill. Will there be “Magic” in the game? James
Hettinger: Vehicles sound fun. Very few MMOs have them. Can you elaborate? Will both air and land be available? Mounted weapons? James Hettinger: My thanks go out to Christophe Watkins and James Hettinger at Icarus Studios. For further info on Fallen Earth you can check the link below: David 'spridal' Moore. © 2004 gamebunny.com. 01/Mar/04
Fallen Earth ©2004 Icarus Studios Site Contents ©2006 moorentertainment |
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