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Wild West Sim Interview with
"Glock"
& "drummerboy" |
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by David 'spridal' Moore
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WILD
WEST SIM, a recently-announced western-themed MMO, promises to provide
"The most realistic, interactive, (and fun) Old West Sim" and
features a "Massive, SEAMLESS, graphical world, Faction wars, saloon
fights, "draw" shootouts at high noon, Gambling: slot machines,
Player-2-Player Poker" and much more. Sound enticing? We thought so. We
spoke with dev team members, Sebastian, aka "Glock" (Lead
Software Architect) and Nick, aka "drummerboy" (Systems Developer)
for the dust-covered lowdown. Read on, cowboy!
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gamebunny:
First
off, could you give us a bit of background on the development team? How many
people are involved and what games and other media they may have worked on?
WWS
Dev Team:
The WWS Team is comprised of very creative and talented people
from widely varied backgrounds. The interesting part is that while
we are all game players, this is the first time any of us have been on the
developer side of a game. Fear not however, as everyone has proved
themselves with past
project successes in industries such as online banking, telephony, casino,
biometrics, video and other fields
requiring high- concurrency applications.
Not
much has been revealed about WILD WEST SIM in regard to the game’s
graphics and engine. Can you tell us a bit about the creation of your own
engine and what we can expect in the way of graphical splendor?
WWS Dev
Team:
WWS is approaching this a bit differently in that there are
actually 3 seperate engines. There is a single back-end server engine,
and two
front-end interface (client) engines that bolt onto it. The first
client is a 2.5D perspective while the second is a full 3D engine. This
allows
for a very broad
machine compatibility and will also be convenient for those that travel or
share computers. If you have a nice gaming rig
at home or work you can
use the 3D engine
there, and then you can use the other at an internet cafe or friend's house,
which requires
no software installation. There is also a mini-engine for the action
shoot-out mode, so I guess you could say WWS will be the first game
to implement 3.5 engines. ;-)
Arizona-based
film production company ‘Brilliant Screen Entertainment’ has been
contracted to provide audio/visual content for the game. It seems a bit
unusual to have a film company involved. Will BSE be providing sfx,
motion-capture and/or any live-action film?
WWS Dev
Team:
Brilliant
Screen will be providing authentic textures, sounds, and music for the
game. They also will be responsible for creating the
live-action cinematic cut scenes
and tutorials.
New
players enter the game as offspring of other players. How exactly does this
work? How long does it take a new player to “grow up” or do they enter
the world as adults (their poor mothers!) If players age, do they lose
strength, wither away and die eventually?
WWS
Dev Team:
New players go through an optional tutorial that shows them the basics of
the game. When they are finished, they are 17 years old
and ready to face the world. They can then decide to stay home and learn the
family trade, or to set out on their own.
Characters
do age, but it would take about 2.5 to 3 years of playing for your
character to die from old age.
How will
death be dealt with? With dueling, bandits and gunslingers tooling around
there must be plenty of dead avatars expected. Is there an experience
penalty? A loss of items? Perma-death? What about Player-Killers?
WWS Dev
Team:
Gameplay decisions like these
are still being worked out and will be decided after we receive player
feedback from the closed beta.
PK'ers will show up on Wanted posters and become missions for bounty
seekers. Unless you enjoy living on the run, or finding
a defensible fort to hide out in, I suggest you don't make trouble for other
players. :-)
Give
us further details on the “action elements” such as “Shoot-out
Mode”. Will we see mini-games like the now mandatory Fishing or Mining?
And can Mining ever really be considered a “Game”?
WWS Dev
Team:
The "Shoot-out Mode"
is essentially a special game mode where your "twitch" reflexes
are combined with your character's attributes
to determine the outcome. There are no other "mini-games" planned,
however, now that you mention it, that is a neat idea.
Imagine a multiplayer version of "Bejeweled" where the best
players draw more goods out of the mine.
Can
a player survive strictly as a non-combatant? Will Traders, Shopkeepers and
Tailors be able to compete with their more violent, rip-snortin’
compatriots?
WWS Dev
Team:
Yes. Just as in history, the
world of WildWestSim requires many varied careers and skill paths to sustain
itself.
Players are not forced into combat if they don't want to take part.
Lastly,
is the game planned for release in any countries other than
North America
? Will we see WILD WEST SIM in places like
China
and
Europe
?
WWS Dev
Team:
Yes, there are plans to support both Europe and Asia.
My
thanks goes out to Anastasia
Odiakova, Sebastian "Glock" and Nick "drummerboy" at WWS.com. For further info on
WILD WEST SIM you can shoot the link below:
wildwestsim.com
David 'spridal' Moore. ©
2004
gamebunny.com. 07/May/04

Wild West Sim ©2004
WildWestSim.com
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