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Seed at E3 2006 - Page 2 of 3

Posted Thu, May 11, 2006 by Ratboy

SEED - First Impressions - Page 2/3

When we finally got to the SEED booth we met up with Nis Haller Baggensen, the Lead Programmer for the game as well as Jan Roed Thastum, the Art Director at Runestone.  With the questions we had prepared, there were no two better people for us to talk to about SEED.

The interview started with us getting an overview of the game itself. The two described the game as a sci-fi MMORPG that is distinct in the marketplace because it is completely non-violent and stresses RolePlaying and Cooperation.  The objective of the game is twofold.  The short term goal is to survive on a crashed ship on an alien world, while the long term goal is to do something about it.  What the final solution turns out to be, is purely up to the player community.  They have left many possible solutions open, repairing the ship and leaving Davinci, terra-forming the planet or bio-engineering themselves to better cope with the planets current environment.

SEED was produced by Runestone because they thought the market needed something different.  The two made it very apparent that they understood their game would be a niche game.  Nis stated that the Runestone philosophy for SEED was ‘To create a game with everything for somebody rather then something for everyone’. 

To accomplish the goals in Seed, players must group together into rings (Guilds), must learn repair and crafting skills, and become politicians.  Repair skills are important to keep the ship running.  Crafting skills are required to create new parts to use to repair the ship.  Political skills are critical to gain control of the machines used to craft items with.  An election is held weekly to determine who gains control of which machines.  The politics in Seed not only involve the players, but the NPC’s in the world.

We then discussed the graphical element of Seed, which is very distinctive.  All over the convention we had heard comments about the graphic used in Seed.  They are completely unique in the MMO market today, and have piqued a lot of interest. Jan fielded our questions about the graphics, clearly please to hear that we and others were appreciative of the style.

The graphic development of Seed started over 2 years ago, when they started development on the game.  They wanted to select a distinctive style for the game and preferred a gritty comic book style. They had seen the game “13” and believed they could take the style one step further.  They wanted a very 3D style comic book look that still appeared very much like a printed 2D comic image. They were very aware that this style would make it possible for them to produce a visually appealing game that would not date as quickly as photo realistic style games. 

One thing that was brought up during the interview that really caught us was the willingness from the Seed community to play in a role playing environment.  The example that was given to us by Nis actually started off as an ingame error that had one of the NPCs stuck in an elevator due to a glitch.  The community actually started up ingame efforts to save the NPC stuck in the elevator (knowing full well they could do nothing), and made an excellent RolePlaying experience out of something that would have been a genuinely annoying glitch in any other MMO.

Since the community and roleplaying content in Seed seemed very strong, it was an obvious question to ask about planned ingame events.  Nis responded to us with specific information on the intention of Runestone to develop new content based on player decisions ingame.  If the majority of the Seed population decides to work towards terraforming the planet, then you will see developments on that front, and if the majority of the players want to enhance themselves genetically, then new content and designs will come out for the players.  From a coding standpoint, the Runestone team seemed very excited about allowing players to run their story for them, and decide what amount of effort was needed in specific content.

 

 

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New Developer Log Looks At Update

Have you been waiting for the sickbay update? You're not alone. Kroll gives us an update in this entry of the developers journal.

Broken leg. Dislocated shoulder. Impaled liver.

I'm feeling like a butcher these days, planning and testing all kinds of nastiness for the players of Seed. No longer will people start a repairjob, and go out for coffee while their tool finishes the job. Not without risking coming back to a seriously injured DaVincian at least. Mwahahah.

Seriously though. The "sickbay" update has taken way too long to finish: it just has implications so many places around, it's frustrating.

Read the rest of this update and then let us know what your thoughts are in the forums here at Ten Ton Hammer.

News
Fri, Jul 28, 2006
LadySirse

Seed Takes a Refreshing Departure From Standard MMOs

A review of this newly released MMO was posted at GameZone. Michael Lafferty took time to write up his thoughts as he tried Seed out.

Seed, from Runestone, is not your typical online game. First of all, there are no wide-open vistas and environments that will have players traversing the world. The game centers within the colonizing structure that is known as Da Vinci. Secondly, there is no combat, no mobs that you kill to gain experience and level up. Instead Seed focuses on maintaining the colony platform, fixing various and persistent equipment breaks, leveling up engineering skills and then, if you so choose, engaging in the politics within the colony.

Of course, this requires a different mindset on the part of the gamer. It also, in many ways, requires more creativity.

Read the full review at GameZone.

Reviews
Thu, Jun 22, 2006
LadySirse

It comes in really handy for the directionally challenged.

Encyclopledia, rumours, favours, reactions and moods have been added to the road map of upcoming game additions.

You can find more information here.

More Seed news.

News
Fri, Jun 09, 2006
Awenyddion

There are prizes to be had!

Location graphics as well as lightning and particle effects in Seed have improved vastly during the latest months. So vastly that our current collection of screen shots and videos on our website is rather outdated.

We need new ones, and we would like all of you to help creating a large collection of great, intriguing, fascinating, original screen shots and video clips. All screens/videos published afterwards on the website will carry the credit (forum name) of the person who submitted them.

As in all competitions there will be prices for the best contributions as well. We have emptied our suitcases from E3 and gathered a little pile of our best swag.

The prices will be:

* 1st price: 1 Seed boiler suit + 1 Seed T-shirt (limited sizes available) + 14 days added to paid subscription *. * 2nd-5th price: 1 Seed T-shirt (limited sizes available) + 14 days added to paid subscription *. * 6th-10th price: 14 days added to paid subscription *.

*For trial players the 14 days will be added to the first paid subscription period following the trial.

Boiler suits worn by our E3 actors can be seen here: http://www.seedthegame.com/gallery/d...album=1&pos=15

T-shirt front and most of the back are shown by Jan and Stephane here: http://www.seedthegame.com/gallery/d...album=1&pos=13

The jury will consist of lead artist Jan Roed Thastum, lead writer Alex Uth and communications manager Morten Juul.

You can read the rules right here. on their forums.

More Seed news.

News
Tue, Jun 06, 2006
Awenyddion
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