Ten Ton Hammer: How do
players level up? Is it just shooting other players in PvP, or is it
actually winning the PvP matches that they're in?
Casey: We
have two systems. We have an experience system and a reputation system.
The experience system is more typical to an MMO. Regardless of how good
you are, as long as you're active and doing things you can always find
a way to gain experience and therefore gain levels.
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"Of course
this is a safe part of town, Tommy!"
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But the reputation system is more of a gauge of how good you are at the
game. So that's in relation to your win-loss percentage, all that kind
of fun stuff. But experience, we give it to you just about everywhere.
You can be doing easy mode PvE if you're really horrible at shooting,
you can still be gaining levels and hit the level cap without too much
trouble.
Ten Ton Hammer: If a
player earns a high reputation, what do they unlock?
Casey: We'll
have leader boards that will revolve on a monthly basis. So everything
can be pulled up on the leader board in the game or you can pull it up
on our social networking site. We'll have stats that go on that.
You’ll have gang reputation and individual reputation. And
then we're able to reward gang and individuals that get the top slots
with in game items or even potentially a partner for marketing branded
items we can send to people in real life.
Ten Ton Hammer: So the
leader boards aren't necessarily going to be updated every week,
they'll be updated every month?
Casey: Yup. We do have a really cool gang tournament system that we're
borrowing some of the stuff from league matches in FPSes. We'll have lots of
different customized leader boards so we can do it for just your gang
on your gang profile for the social networking site. You can see what
your gang is doing, the people on your friends list, all that kind of
stuff. So there's different ways to get to the top.
Ten Ton Hammer: Are you
going to have like a WoW armory sort of page where it shows your
character and then it lists the achievements that you have and maybe
your individual level and experience level and that sort of thing?
Casey: Yep,
yep. We'll have all that stuff. That'll be on the player profile page
and with the gang profile page you can click through to the individual
player profile pages, set up friends. The gang profile pages are pretty
robust, basically guild sites. You have closed forums, shout boxes so
you can kind of talk trash with a rival gang by going to their shout
boxes. You can set gang hierarchy, who the lieutenants are, all that
kind of stuff, all through the website.
Ten Ton Hammer: You kind
of touched on it a little bit already, but what kinds of options,
tools, and features do gang leaders have with their gang? Like in a lot
of MMOs they might a tax for every kill that a player gets or
something like that? Is that some stuff that's going to be implemented
into the game or are the gangs in CrimeCraft a little looser and a
little bit more mobile?
Casey: You
set the structure. You can set the access to the gang vault. We have
tier one, tier two... all the typical stuff that you find in an
MMO for the most part. We're trying to leverage some stuff to have
player generated stuff to give gang leaders the tools to give really
kind of cool in game content that they can have their gang go out and do.
We're also doing everything we can in all different ways to promote
gang rivalries, so it'll be gang leaders talking to other gang leaders
to set up rivalries and that kind of thing.
Ten Ton Hammer: So the
gangs in CrimeCraft aren't going to be like a lot of the guilds in WoW that are always focused on raiding and that sort of thing? Rivalry is
kind of your "raiding" in CrimeCraft?
Casey: Right.
That's part of it, but there are also gang missions that can be
coordinated where your gang leader would be trying to coordinate the
troops to do certain things. Maybe your gang mission is to kill X
number of people in a certain gameplay mode. The order goes
out, "Hey everybody, let's play this on this date." That kind of thing.
So we have things that we build-in to reward people for getting
together and communicating by planning play sessions and that
sort of thing.
Ten Ton Hammer: Can
you talk about the gang mission a little bit more? Does the gang
leader just get a gang mission from an NPC or something like that and
that's the next thing the gang needs to do? They have to go kill 200 people in
Capture the Flag?
Casey: Right.
It's essentially the same system we have for individual players; it's
just kind of expanded upon for the gangs.
Ten Ton Hammer: Ok. So
it's just a little bit bigger and the guild wins something rather than
the player wins something?
Casey: Yeah,
that's right.
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