Looking at the larger picture of character advancement, I
couldn’t help but ask Colin what players can expect once they
reach the level cap, considering that
Fallen Earth
has a classless advancement system, allows players to craft 95 percent
of the items in the game and incorporates the various character
modifications available through Mutations. Colin estimated that it will
take roughly 160 hours for players to advance to the level cap, and
that’s only if they ignore the lion’s share of
content and focus purely on getting to the “end
game” as quickly as possible. For players who prefer to
experience more of what the title has to offer in terms of both PvE and
PvP content (neither aspect of the game is expected to take a leading
role, but rather will act in a somewhat symbiotic manner) it could
easily take “a few hundred” hours before hitting
the cap.
|

Characters
continue to advance in meaningful ways at the level cap.
|
We also discussed what shape
Fallen Earth’s
‘end game’ will take, and I was pleasantly
surprised to hear that the game was designed to allow players to
continue advancing their characters beyond a simple loot grind once
they reach the highest levels. Skills, stats and even the Mutations can
be continually tweaked, allowing players to alter their characters in
meaningful ways, all while avoiding a scenario similar to
World of Warcraft
where the leveling experience and reaching the level cap is
“like playing two completely different games.”
This concept extends to all areas of advancement, so even hardcore
crafters will still be able to learn new things – for example
they might earn a book from one of their faction’s NPCs that
starts them on the path to learning how to make new variations of
weapons. The book itself will serve as a jumping point, but ultimately
opens up new doors for advancement in their given trade. Call it what
you will, but that sounds much cooler than the typical MMO where you
hit the level cap, purchase your last set of skills or recipes and then
adapt to an entirely new way of playing Game X for the sole purpose of
obtaining giant shoulder armor and little else.
Captain’s
Log: Fallen Earthdate 4270.9
As the demo for
Fallen Earth
concluded, Colin, Associate Project Manager David Haydysch and Product
Manager Jessica Orr took me on a quick tour of Icarus Studios,
providing a quick glimpse at some of the other projects being worked on
at Icarus along the way. Being the audio-obsessed type that I am, I had
to resist the urge to spend too much time lingering in their in-house
recording studio where I got the chance to hear some in-progress audio
for an upcoming trailer for
Fallen Earth
(which I expect will knock some sci-fi socks off once it’s
completed). We also made our way across the street to take a look at
the studio’s motion capture facilities where I learned that
the tech allows the developer to stream custom animations into live
game settings in real time. While there currently aren’t any
plans to use this for live events in Fallen Earth, the potential is
certainly there.
Given our
recent
look at the state of betas, it
seemed pertinent to ask what approach the
Fallen Earth
devs will take once the game is ready for open beta. Colin informed me
that players can expect a shorter open beta period, as any testing
beyond getting a feel for server loads should be worked through during
the closed beta phases rather than after the floodgates have been
opened to the general public (a philosophy I happen to agree
with). While no firm dates for open beta or release were
revealed, I was encouraged to watch for an announcement coming Soon
™.
Be sure to check back next week for part two of my report from the
front lines of
Fallen Earth’s
MMO apocalypse where I’ll touch on various aspects of PvP,
factions and how the two ultimately fit together. In the meantime be
sure to share your thoughts on
Fallen Earth
right here in our forums, or if you prefer you can always send a
virtual carrier pigeon to
my inbox!
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