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by David 'spridal' Moore

Frontier 1859 is a Wild West-themed massively multiplayer game currently in
a pre-production development phase at Cosmic Origins. Frontier 1859 aims to
deliver a 'dynamic virtual frontier life role-playing experience'.
Some very intriguing features
are planned for the game such as a "Player Reputation System"
which changes depending on the good or bad actions taken by your avatar,
incapacitation and even perma-death (in rare cases), home building, yearly
expansions where the time frame progresses forward, and much more. I'm quite
interested in this one and can't wait to see if it all pans out as planned.
Join us now for a campfire chat with
Executive producer, Daniel McMillan and a couple of his hangin' posse at CO,
Game Designer/Coder, Gary
Clayton and Community
Manager, Jolene Brumbaugh.
All
about “True Grit” – A Frontier Life Experience.
gamebunny:
Why should a person play Frontier 1859? With over 100 massively
multiplayer games currently in development, what’s going to grab us by the
scruffs of our necks and shout “This game rocks!”???
DBM:
It offers an alternative. It’s a different theme than (the other) 99.
Frontier 1859 innovates upon popular styles of game-play, but allows
players to author their own playground – and we will equip players with
all the tools they need to do it.
Plus, “Frontier” will
begin a new lineage of articulate game systems, a direction Cosmic Origins
is working toward; offering players a new innovation upon the worn out 25
year old RPG system. Part of
that innovation implements accountability for the role you play – whether
good or bad – the player must deal with the repercussions of the choices
they make, and since the cost for bad choices is high – the tension
mounts.
The new system also
incites community law & politics (or the lack thereof), voting,
reputation, conscience inventory, hunting, gathering, basic survival
tactics, cultural skills & crafts, mythology, trade skills by demand,
the building of homes, farms, forts, mining industry, co-operative town
projects, and on top of that, we include the intuitive action play-style
available in the best fighting games, or an auto-play mode for the “no
frills” player. In this way we
accommodate a wide scope of participation. The common ground are the limits imposed by an authentic 1859
frontier game setting, and one’s own ingenuity.
Gary
Clayton:
Frontier will push the envelope of AI and game dynamics to present an
important historical setting in America's past, allowing players to immerse themselves in anything from panning for
gold/silver, to owning a cattle ranch and raising and breeding cattle, to
being a notorious outlaw hunted by a posse.
The
authenticity of the game will be kept as true as possible by providing
period clothing, weapons such as the Colt Dragoon and the Sharps Carbine,
historical characters, etc.
All actions have consequences, and such, will affect your social prestige
which can dictate various reactions received from other players and NPC's
(received from known information displayed about the player in question).
A player might realize they are talking to a wanted horse thief and either
attempt to bring in the suspected horse thief to justice or inform the local
sheriff.
Jolene Brumbaugh:
The idea is fresh, hasn't been
done before. A game for the whole family to enjoy, a game for history
professors, armchair historians, re enactors, students...It is a tool for
learning without trying to be. It helps us explore our past, while enjoying
the comforts of the present, and the prospects of the future. The idea of
living a life in game, aging, permanent death, a real morals system, a
strong economy, a viable trade skill system, a life essence system where you
are truly punished for doing bad, and rewarded for doing good. A game that
doesn't cater to griefers and pk's, a game where the object is living! Not
death...
What
type of character do you plan on playing in retail – miner, gunslinger,
Indian warrior, etc.?
DBM:
I personally will work towards
becoming a Tribal leader and lead a few raids on helpless settlements along
the borders of our lands!
What have been your creative influences (books, film, and other games)
while developing Frontier?
Gary:
“Boot Hill” by TSR, Hang 'em High, How The West Was Won, and various
documentaries.
Jolene:
History and civil war re-enactments.
DBM:
I’m a fan of Western history, The Centennial series, and Turner
Classic Movies.
“DAOC”
was inspiring – and so was UO, E&B, and The Realm. The Realm was the
first graphic MMOG in the US
[1996], and it didn’t get the credit it deserved.
A lot of
our reference material will continue to be researched from the UNR School of
Mining, Nevada Historical Society, The Reno Library Vault, the town of
Virginia City
, and books like “Comstock Mining & Miners” by Eliot Lord, and much,
much more. I also venture out
into desert ghost towns as often as I can.
Have you
felt threatened by or influenced at all by Priest (the “other”
western-themed MMOG)?
DBM:
We are always influenced to build a good game.
”Priest;”
though a western-themed MMOG, has taken the fantasy/gothic path (undead,
etc.) and calls itself: “The Real 3D Hardcore MMOG.” Some of that
“real hardcore” imagery compiled in their Flash Movie depicts the
torture of female figures. We will not tolerate, purchase, nor take a
passive stance with any published material that rewards, markets,
substantiates, or makes light of acts of violence against women.
We don’t do that here.
If you want
to go bad in Frontier – your going to pay the price if you get caught.
Frontier 1859 is an authentic historical game for the whole family to enjoy.
It’s all about “True Grit” - A frontier life experience. The primary
goal is to allow all who join to share in the experience of characterizing
their persona in a unique and adventurous era of history – with
accountability. May
the better game be played!
When
will we see screenshots of the game? What will the land, items, and avatars
look like? Are you going for a realistic or more stylized look? Any word yet
on an estimated beta or release date?
DBM:
Since we are in
pre-production, the only art that will be released to the
public during this
period will be concept art. When
the project moves into full production, we will be releasing actual
screenshots during the course of development. The current schedule plans for
a 24 month development cycle, and a public beta test period.
With regards to terrain, items, clothing, etc. “Frontier 1859” will be
realistic looking, with a dramatic lighting style, and larger than life
feel. I can think of no better illustration for our motif than how the
Frontier was interpreted by Artists like Albert Bierstadt. Players will feel as thought they have walked back in time, and right
into the Wild West.
Will
there be different servers with copies of each world or will users all play
on one giant world (as in Anarchy Online)?
DBM:
Although we can't
go into more detail at this time, our first choice
is to provide the most
seamless world possible, but we must balance that with the best performance
possible. No-one likes poor
frame rate and excessive fun annihilating packet loss, and since Frontier
1859 is ever-changing, we will be solving the problem of consistent change. All things being equal – “Oz never gave nothing to the Tin Man he
already didn’t have” sort of say. [Each time any of us set out to build
something – we create our own set of challenges, and in that process
discover the solutions].
How
customizable will player avatars be? Can you tell us a bit about the
character creation process?
DBM:
Each action-figure will be completely customizable. Height and weight,
and a variety of starter clothing can be added to each action-figure – but
the real classy stuff must be mail ordered, or tailored. We want the players
to be able to create fashions of their own, so there will be patterns that
limit the style of clothing to the period, but allow freedom to design. Lone wolves will probably don hand-made furs & hides. Body
markings such as scars, tattoos, and war-paint are mostly acquired in game.
We are also working on a system that will pass along genetic and physical
traits to offspring.
A player will choose a heritage and then go through a “process of
recollection.” I cannot elaborate on this process as it is a surprise. The
action-figure can then be modified (height, width, eye color, hair color,
tattoos, clothing). Once the avatars visual appearance is complete,
the player can choose to enhance their ability from a list of abilities
based upon their heritage.
Will
“Lone Wolf”, anti-social bast...uh...players (like myself) be able to
survive and thrive or is grouping the best way to go? Are there things like
group hunting experience bonuses?
DBM:
The game can be enjoyed by both the individual, "Lone Wolf", or by
groups. The social interaction, [or lack of] is the basis of the MMOG
animal, and thus “Frontier 1859” will accommodate to your style of play.
It’s
really all about how you use your tools, trades, and skills in surviving,
whether in a group or not. Sometimes the soul survivor of a group will have
to find his/her way back to safety – and another moment might demand
“safety in numbers” in order to thwart danger.
If
characters age in the world of Frontier how will you handle things like
degrading of the body and death by old age?
Jolene:
Bodies can degrade from too much abuse – but you would have to seriously
neglect your action-figure’s needs in order for it to utterly expire.
Remember that
“incapacitation” almost always occurs – rather than death.
It’s not
easy to die in this game. “Grit
factor” can have a lot to do with it.
Will
long-time players one day receive a message like “Your character ‘Ol’
Grampy’ has passed away in the night?”
DBM:
<Laughs> This is a funny notion. We
have thought about it, and wondered if it needs to be implemented in order
to fit well in a truly dynamic world. It
would be safe to conclude that it could happen, but will be very rare.
Your stance on players selling in-game resources and money on sites like
ebay is a bit different than other game developers. Could you tell us a bit
more about your planned in-game trading system?
DBM:
It is inevitable that players will want to trade, buy or sell in-game items
and accounts, and “Frontier 1859” is a community hobby. We want to accommodate the hobbyist with a service that can be
tracked for customer quality/support within the game’s own environment.
This will also give us feedback about our product, while providing the
convenience and the assurance that trade items are authentic. Each account
can be conveniently debited or credited from the item(s) in the auction. By
keeping it all in the system, we can also help promote the high security
standard instituted by our DEx MMOG technology partner; Horizon.
You’ve
mentioned elsewhere that yearly expansions are planned for the game. Can you
tell us a bit more about these plans? Will the time-frame advance with the
expansions? Will we see things like automobiles and airplanes added
eventually?
DBM:
The game takes place in 1859. Each year we plan a new release. These
pertain to technological progress, social changes, and new items (Colt Army
Revolver, Pony Express, Telegraph expansion, clothing changes, Rail Road, Mining tech., etc). These
upgrades also add growth to some of the pre-established town models like
Virginia City. However, we are dedicated to
keeping the setting “Frontier World Authentic.” So there will be no
autos or aircraft (maybe a few balloons).
Have you
added any features to the game based on fan requests? Have any of the
suggestions from the fan base been surprising or irritating?
Gary:
We are constantly
enhancing the game from fan requests. This is very important to us,
for they are the ones that will make or break the game. We have had
great suggestions (from building architecture to player economy). We
evaluate each suggestion on its merit, scope, and ability to incorporate it
either on release or as an update. We
invite you to come join the Frontier
1859 Community Forums!
What
have been the biggest challenges you’ve had to overcome while developing
Frontier? What has been your proudest achievement with the game so far?
DBM:
The biggest challenge is yet ahead – I’d like to reserve that answer
until the project ships, but I can say that my proudest achievement thus far
is the Community Forum
– the people who have been coming, one at a time, and the positive
feedback we have been receiving all over the world.
It is
amazing how each step is revealing a growing interest, and the lack of
hostility from the community is ushering in a kind friendly nature to the
foundation of our development. They are really asking for something new,
something wholesome - and we cannot disappoint them.
What
games (other than your own) do you play for fun? Any MMOGs? Are there any
games in particular that you are looking forward to?
DBM:
Currently, Gary
plays various RPG board games, and PC strategy/simulation games. Jolene is
playing Empire Earth, and Neocron, and I am playing BF1942, and
E&B.
Where do
you see the massively multiplayer industry in five years time? Do you think
games like Star Wars Galaxies and The Sims Online will bring massively
multiplayer gaming to a wide new audience as predicted by some?
DBM:
I think that it is the right time for “Sims Online” and “Star Wars
Galaxies,” and I know that many newcomers to the MMOG will try them out. Despite being a well known license, whether Star Wars or not – they
still need to be good games. I can see a place for Frontier 1859, and I have
something planned for the near future after Frontier that is waiting for a
little more robust technology!
Maybe
someone will invent the first programmable game controller for the TV set.
There’s still more TV sets then consoles or PCs. In
five years, there might be faster than
today’s broadband, but at the same time the content grows
exponentially. In any case, there is nothing like playing with real people
in a virtual world. That is why the MMOG has arrived. It is here for a
while, and it will eventually be running on the platform of your choice.
Gary:
The massively multiplayer
industry will strengthen and grow, as well as weed out weaker,
quick-to-market stereotypical games. MMOG, with regards to development and
deployment, are expensive and time-consuming, but potentially profitable.
With regards to player interaction and engrossment, they are extremely fun
games to participate in. Since the industry is in its infancy, players
are still learning what they want from a game, and since the technology if finally catching up with game developers ideas, each new game is pushing the envelope.
With
regards to Star Wars Galaxies and The Sims, as with any game, people who
enjoy that genre of game will be attracted to it. As the variety of
games increases, more and more people will be attracted to online gaming,
though with one caveat, the game must be appealing, engrossing, have a price
structure that allows players to participate based on their available online
time, and be responsive to players request, criticism, and help.
Jolene:
It's exploding because people like interactive entertainment, they also long
for companionship, MMORPG's encompass both. Where else can you meet someone
from England
and kill baddies at the same time? I think, as time goes by they will become
more in depth, more involved, more difficult to separate from reality and
game time. It's scary and exciting at the same time.
My
thanks go out to everyone at Cosmic
Origins! For further info on Frontier 1859 you can check the link below:
cosmicorigins.com
David 'spridal' Moore. ©
2003
gamebunny.com. 10/Jan/03

Frontier 1859 ©2001-2003 Cosmic
Origins, LLC
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