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Earthrise: An Interview with CEO Atanas Atanasov

Posted February 5th, 2008 by Cody Bye

Questions by Cody “Micajah” Bye, Managing Editor
Answers by Atanas Atanasov, CEO of Masthead Studios

The science-fiction genre seems to be on the rise in the massively multiplayer gaming marketplace. With the release of Tabula Rasa, the continuing success of EVE Online, and the ongoing development of Jumpgate Evolution, it seems only logical that the next round of MMOG unveilings should include a good helping of sci-fi. Recently, the Bulgaria-based Masthead Studios announced that they were hard at work developing a PvP-oriented science fiction game called Earthrise. The Ten Ton Hammer staff tracked down Atanas Atanasov, CEO of Masthead Studios, to answer a few of our questions about the game.  


Ten Ton Hammer: First off, how will characters advance in Earthrise? Will it be based on your standard combat-based system, where you kill monsters to get enough XP to advance? Or is it some sort of alternative method, perhaps an advancement system based around time or general activity in the game?

Atanas Atanasov: We are currently testing an alternative method of character advancement, which we plan to implement if it works out well. One thing is certain, that characters in Earthrise will not gain levels, but improve in skills and statistics. Skill values will range from 1 to 100. The higher the value the more options will open for the player. I can give you an update on our final decision later this year.

Atanas Atanasov, CEO of Masthead Studios

Ten Ton Hammer: You’ve mentioned that PvP plays an important part in Earthrise? How are you integrating this feature into the game? Will you be able to kill players anywhere? Or is it limited to certain areas in the game?

Atanas: If I must describe PvP in Earthrise with one word – it is “freedom”. In most popular MMORPG titles you are limited to attacking players from the opposite faction or players from a guild that you are at war with. Earthrise will give freedom to the players to attack anyone they want to in most areas, not without consequences however.

There will be some high security areas in Earthrise, where guards will attack on sight everyone else who tries to attack another player. People, who don’t want to engage in PvP will feel secure in these zones. At the same time, the most dangerous parts of the island will feature free for all PvP.

Ten Ton Hammer: How will combat work in Earthrise? You’ve mentioned that there will be dynamic targeting and advanced AI systems; so will it be closer to an FPS in the terms of how you target your enemies? Once you have them targeted, do you need to keep them in your sights?

Atanas: Combat in Earthrise will be as close to FPS/TPS as possible, though we are still working on the fine details of the implementation. The game will require a certain level of player skill in movement and targeting that is becoming increasingly popular trend in current wave of MMOs. Still, not every action will have the same requirements. Some actions will require proper targeting of the opponent, while others will require only having it in sight and then there will be actions that can be executed even if the player doesn’t have its target in sight but within range.

Ten Ton Hammer: It’s been stated that you’ll have over 100 different skills in the game that players can advance. Are all of these skills combat based? Can you give us an example of how one of these skills will function in the game?

Atanas: The number 100 indicates total skills, abilities and tactics available at launch. While many of them are combat oriented, a sizable amount will cover crafting and social aspects for each character. The three types of game elements – skills, abilities and tactics, are closely related to each other and will allow for numerous possibilities for customization of the character.

Tactics are the key to customization – these meta-enhancements will be compatible with wide variety of abilities and will change their effects to suit player’s style of play.

Players with similar skills may have a completely different style of fighting thanks to enhancing them with tactics. For example when two players have the skill to shoot with laser pistol, the first may add additional damage to it, while the second - faster reloading time or more accuracy. This brings an element of surprise to the game. You never know what your opponent has prepared for you.

Combat in Earthrise, according to Atanas, will be as close to an FPS/TPS as possible.

Ten Ton Hammer: The key geographic region of the game seems to be Enterra Island. Is this correct? How big is the island and how long will it take players to cross the entire thing?

Atanas: In terms of landmass, Enterra island stands somewhere in the middle if you compare it to all MMOs on the market. It is large enough to fit lots of different zones, but not as large as to feel empty. The time it takes to cross the island depends on the means of transportation of the player with various vehicles available to him.

Ten Ton Hammer: According to the information revealed about Earthrise, there will be mechanized exosuits in the game. Do you mean the forty-foot tall vehicles that we see in popular cartoons and TV shows? Or is this a smaller sort of exosuit?

Atanas: The mechanized exoskeletons in Earthrise will be the smaller brethren of the anime-inspired mecha, about 10 feet in size. Exoskeletons will be similar to vehicles in many ways, but will allow for limited, specialized combat abilities. We will publish concept art of the exosuits very soon on our official web site.

Ten Ton Hammer: How difficult is it to balance a game that is skill-based? What sort of techniques are you using to insure that the game remains fun and fair for every player?

Atanas: Skill-based games are one of the most difficult to balance and we realize that. We are using both analytical and gameplay methods for balancing the game on its many levels. One thing we hope to accomplish is limiting the typical to the genre “power creep”, where each next tier of abilities or equipment overshadows the previous in raw power and statistics and creates an artificial rift between players, and then providing high-level characters with wider variety of abilities, effects and conditions they can put to use in various situations. Player skill will become an important factor because equipment will not render it meaningless. The swift David would take the sleeping Goliath anytime.

Ten Ton Hammer: One of your key points in the Earthrise game FAQ is that item creation and customization will be “unlike any other MMO to date”. What do you mean? How can players customize their items beyond providing some basic modifications?

Atanas: First and foremost, the biggest change from other MMOs is the shift of most item customization authority from the player who owns it to the designer and manufacturer who creates it. This small but important change transforms crafters from nameless laborers who are rarely rewarded to truly, powerful, influential and sought after designers as long as they can provide truly unique items with the exact combination of qualities and enhancements that would help players in certain situations. To further make designers unique, item designs will provide only temporary market advantage, so designers will always have to compete among each other, find new enhancements and experiment with new combinations to support their product lines. No matter how far fetched a direct comparison might be, we want to create a virtual market that rewards and motivates crafters in the same way such as creation-centric virtual worlds like Second Life and There.

The Earthrise developers hope to restrict the "power creep" that is common in other MMOGs.

Ten Ton Hammer: How long has Masthead Studios been working on the Earthrise project? What sort of impact will Earthrise have on the general MMOG marketplace?

Atanas: The Earthrise project has been in development for 2 years. We think the game will bring some fresh air to the MMO community as a whole. Players will find a lot of features that have been missing in the mainstream MMO titles for the past six or seven years. At the same time Earthrise will offer some innovative gameplay that we believe is the future in MMO gaming.

Ten Ton Hammer: Is there anything else you’d like to tell the Ten Ton Hammer readers?

Atanas: I would like to thank you for the interview and wish fast leveling and lots of exceptional items to the readers.


Does a ground-based, mech-filled, science-fiction game sound right up your alley? Are you interested in Earthrise's take on PvP? Let us know on the forums!


Earthrise Details

    Windows
  • Developer: Masthead Studios
  • Genre: Sci-Fi
  • Status: In Development
  • Official Website
  • Official Forums
  • Retail Price: TBD
  • Monthly Fee: TBD
  • Release Date: 2009
  • ESRB Rating: Not Rated

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