What's a company to do when the fantasy market still has a behemoth
looming over everything? Side step it of course! That's just what the
team at Vogster Entertainment is doing with their upcoming title,
CrimeCraft.
They're betting the world is getting tired of your typical
MMOG and are creating a new genre, the PWNS (Persistent World Next-gen
Shooter), so grab a sidearm and get ready for all the headshot goodness!
Ten Ton Hammer's Cody "Micajah" Bye recently got a chance to have an
extensive chat with CrimeCraft's Casey Dickinson
about gangs, guns, and a whole lot more. Cody even gets the story of
the PWNS origin out of Casey!
Ten Ton Hammer: Where
exactly is the game located? I've gotten the sense that the game was set in a
city, but it's a city within walls where essentially crime is akin to the
major corporations in this world. Is that correct?
Casey: That's
a pretty good snapshot of what we're doing.
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You're
gang's logo will always be placed on your back... like a target.
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Essentially it's a little bit of a "stripped from the headlines"
kind of feel where there's a big ecological and financial disaster in the world.
It's had a domino effect that's basically turned society into chaos. So
in order to control that, the cities built these walls
around them to keep some semblance of order.
But even inside those walls, gangs ended up
getting into control of what was going on. It's a very kind of Wild West
kind of theme; you check your gun at the door. When you're inside
the common area, there's no shooting, but as soon as you step outside,
it's total chaos and a total free for all.
So we have common areas and then outside of those we have instances.
That's the framework where we have the
typical shooter game type fights whether it's capture points or team
death match, capture the flag... that kind of thing. It's all within a wrapper
of being crime themed. So ya know, capture points is like a turf war.
Capture the flag you're stealing stuff from the other players, that
kind of thing.
Ten Ton Hammer: How many
players can you have in an instanced space at one time?
Casey: It
scales anywhere from 3 vs 3 up to 8 vs 8. We didn't want to go super big.
Bigger isn't always better. We wanted to make sure there's a tactical
focus. We have integrated voice chat so we don't want to have 32
players on a team talking over each other. We want it to be much more
about good team work being a deciding factor on who wins.
Ten Ton Hammer: Sure, I
gotcha. So does the game have any sort of player versus environment
elements in it or is it all PvP?
Casey:We do have two different game types for PvE also.
One of them that we're going to launch with is kind of a "defend an
area" type of mission and those are basically going on the fly. They're always running.
You just jump into the game and you start shooting things.
They're a great place to pick up loot. We're going to have boss battles
that will be incorporate into those also.
And then the other PvE is a bit more of a linear kind of experience.
You progress through the environment, but again very much borrowed from
what makes sense in an MMO. It will have
different difficulty levels, so like easy, medium, and hard and based
on the difficulty level, there are different loot tables that you'll
roll on. So on the easy level you might just get vendor junk, but on
the high level you have a better chance of getting rare items. Those
rare items can either be items in and of themselves, or elements to be
used in crafting. We also have a full crafting system in the game.
Ten Ton Hammer: So are
players going to be rewarded with items and loot when they go into the
player versus player matches too?
Casey: We have a big system for jobs and missions which are essentially
quests. We also have an achievement system, but that's not as directly
tied into itemization. So jobs are essentially more statistics, very
shooter focused, like kill 60 enemies, get 20 head shots with a pistol,
that kind of thing. The missions are much more of the story driven
element. It's like doing missions that get assigned to you by one of
the big gang factions.
Ten Ton Hammer: Can
players join particular factions and be associated with a particular
side in this gang warfare sort of thing?
Casey: No.
We're much more focused on the player generated gangs. It's all about
the gang structure that you build for yourself. The player generated
gangs are essentially guilds from an MMO or clans from an FPS kind of
blended into one. You can raise gang levels. You have a gang crib,
which is essentially player housing. By raising gang levels you unlock
new things you can put inside your crib so you can decorate it. You
have a shared gang bank. You can have crafting stations take place all
inside the gang crib.
Ten Ton Hammer: So with
the crafting system, what are players crafting? Are they just making
guns? Are they making clothing? What's going on there?
Casey: Guns,
gun attachments, clothing, boosts, booster kind of consumable items
that give you benefits inside combat instances. Each gang specializes
in a different type of crafting. So your gang might be really well
known for creating great clothing. Another gang might be a great boost
dealer. You get a reputation if that's what you’re doing so
it causes the gangs to kind of have to communicate instead of just
shooting each other in the head. It's to get people into gangs as soon
as possible and have viable resources as soon as possible.
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