Ten Ton Hammer: It's like
writing the next great American novel, right? I mean Stephen King will
write 120,000 words and whittle that down to 90,000...
Hermann: I
actually remember reading that; he writes 10 pages a night and cuts it
down to one page.
A lot of studios that use that methodology have their own names for it.
Blizzard calls it "concentrated coolness." Instead of making 15
character classes, make five. Take those fifteen and boil them down
into the five core components and make those really strong.
It's not really an intuitive way to work, right? If you're in the
development world, your develop. If you're in the writing world, you
write. I mean, you can put all of these great ideas on paper, but maybe
what's better is to have one idea and make it really, really, really
good.
I'm hoping that that focus will pay off.
Ten Ton Hammer: What
about your open PvP? You've talked a lot about scenarios and instanced
spaces, what about the open PvP? Is it going to be cool and dynamic, or
will people just fly in circles and shoot each other?
Hermann:
It's a similar kind of approach to what we're taking to the instanced
PvP. In the original game, you had beacons and you'd fly through a
beacon with a control object and it would switch over to your nation
and you'd get experience and money the longer you held it.
It's a similar kind of mechanic that we have in the new game. You still
take over parts of space by implementing a special object that you use
in particular areas. The thing that we've expanded on, and this is a
great example of enriching the experience rather than expanding upon
it, is a mechanic where instead of beacons we have these
husks. You go to these husks and use what we call a "mod" and
there are different kinds of "mods" you an use to convert these husks.
So when you convert a husk, it basically sets up this defensible area
of space, and the husk becomes this big station with a bunch of turrets
on it. It'll defend itself even if you're not there. If you want to
take over a part of space that's already owned, you have to go take out
that defense unit and use your object on the husk to make it yours.
Of course, if you get shot down while you're in the midst of trying to
control the husk, it interrupts the process. What I imagine
will happen is that there will be groups of players dedicated to taking
over space.
If there's enough of those players on each side, it will turn into this
constant struggle for balance that players are looking for. You want to
turn the balance of power to your nation, especially if you get the
glory for it. It takes time to build these installations and it takes
time to blow them up again, so it gives people time to jump over and
defend their stations. It creates focal points for that type of combat
experience.
One of the unique aspects of Jumpgate is that you can have lots and
lots of ships in the same area of space fighting against each other.
You can have conflicts of up to a hundred ships fighting against each
other. Of course, at some point that just becomes nonsensical, but we
saw that that was cool and we want to endorse that.
You can open up your map and see what areas are controlled by the
various factions, so that'll give you an incentive to go over to that
area and beat that guy back. There are, of course, long term gains
attached to that. Medals and items and new ships and things like that.
The core mechanic is always the key, and I think that's where the
game's going to be strong.
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