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Game Developers Conference 2009

CrimeCraft: Exclusive Interview with Vogster's Casey Dickinson - Page 5

Updated Mon, Apr 06, 2009 by Dalmarus



Ten Ton Hammer: Does adding attachments change the look of the weapons?

Casey: Yeah. We have some that are specifically cosmetic. When you add a scope, obviously, you see that. You'll see a stock that you add on to the end of it. A silencer. And then you can also add textures. You can have can have a camo gun, a gold plated gun, so there's a lot of different things. But yeah, it's all reflected in the 3D model that your character walks around with.

You realize wearing turquoise is a shootable offense, right?

Ten Ton Hammer: Got it. So how much community interaction are you guys planning on implementing? I read in your latest F.A.Q. you're talking about live events and that sort of thing. Is that going to be a pretty common occurrence in CrimeCraft?

Casey: Yeah. I mean, as much as we possibly can. I think that a lot of MMO's come out with stars in their eyes about having to do that and then it's very expensive and difficult to manage the logistics of doing those, but we definitely have lots of plans of doing it.

We have a really cool proprietary in game app platform that we're not really using to serve as, but we're using it to kind of add new textures into the world so we can use that to promote in game events. We can say who's the top gang on the leader board and ya know, if they get their gang logo decked out through everything then obviously have an in game GM to kind of go in there and do cool things. It's always a goal to have.

Ten Ton Hammer: Cool. So how many players are you expecting per server?

Casey: We're looking at each common area, and there's three common areas, can hold 3 to 500 people, so there's 1500 there, then the number of people that are out actually shooting people. So we figure there are about 2000 per server.

The structure that we have allows people on the same server to share common areas, but when you're shooting people, you're shooting people from all servers. So the goal there is to have people that create relationships in the community around trading and that kind of thing in the common areas but to have a deep enough pool so you're always shooting kind of new people unless you're doing direct kind of challenges and fighting your way up the leader board.

Ten Ton Hammer: So are the leader boards all server based? Like do the leader boards pull people from all servers rather than just one server?

Casey: We have filters on everything so you can compare yourself to the global list, you can see how you're doing just on your server. You can look at yourself however you want to filter it.

Ten Ton Hammer: Ok. So are you going to have a leader board that a new gang can have something to be proud of rather than like, total kills? Maybe like a new guild option? I don't know how to say that exactly, but if you're new, how can you get up on the leader board?

Casey: Yeah. By not having them carry over every month. You know, it allows people that just joined the game to at least compete in the next full month, so they'll always be resetting.

Ten Ton Hammer: Oh! So you're resetting the leader boards after every month. Ah. Ok.

Casey: Right. Because if it was just straight accumulation then you'd never get on. The first guy to join would be that top guy.

Ten Ton Hammer: I gotcha. I've kind of gone through all my questions. Is there anything that I've missed? Maybe an important element that you really want to touch on that I haven't seen or haven't talked about yet?

Casey: Um... not that I can think of. I think you asked very appropriate questions. You obviously did your homework.

Ten Ton Hammer: Haha. I try.

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Windows Xbox 360 PlayStation 3
Developer: Vogster Entertainment
Genre: Near Future
Status: Published
Release Date: August 25, 2009 (PC)
Fee: Mix F2P/P2P
ESRB Rating: M

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