The second installment of Ten Ton Hammer’s report on an exclusive tour of Icarus Studios, home of Fallen Earth, highlighting factions and PvP
At
the core of MMO gameplay there needs to be a compelling central
conflict to ultimately drive the notion of a living, breathing virtual
world forward. Let’s face it, were conflict not a key
component to the continual growth of the industry we’d all be
playing World of Fluffy Bunnies: Age of Redundancy. In many cases the
central conflict will simply boil down to a means of generating an
atmosphere of competition; in others conflict serves as a backdrop in
which grand stories can be told both by developers and players alike.
Weaving those two concepts together can be a difficult task. A good
example is the continuing trend in which console shooters draw a
distinct line between story (single-player campaigns) and competition
(multiplayer modes) even in an age when online connectivity is the
norm. Some of the most successful MMOs to date have even taken a
similar approach, though there still remains a near deafening roar from
the keyboards of forum posters who emphatically
“request” a content rich MMO that offers a robust,
meaningful PvP system that takes place within a compelling PvE
framework. While attempts have been made along those lines, the
tendency is for one aspect of gameplay (PvP or PvE) to take center
stage.
These were some of the
concepts
I had swirling around in my (cybernetically enhanced) brain a few weeks
ago that remained with me as I made my way to Cary, N.C., to pay a
visit to the
Fallen Earth
development team at Icarus Studios late last month. Throughout the
gameplay demo and studio tour, we discussed numerous aspects of the
game that will no doubt set it apart from an ever growing sci-fi
market. Last week I touched upon various aspects of
character
advancement, including a brief
look at the mutation system, but I was perhaps most interested in
learning more about PvP and how large a role the 6 factions in
Fallen Earth
will play in the title’s central conflict.
Speaking with Project Manager Colin Dwan as his demo character sped
around the desert landscapes of Grand Canyon Province on an
impressively agile motorcycle, I posed the following Ten Ton Question:
Could
Fallen
Earth be described as a PvE
MMO with a compelling PvP system, or is it a PvP game set within an
interesting PvE framework? The answer Colin provided was excellent in
its simplicity; “Both.”
In
Fallen
Earth, it’s
entirely possible for players to continue their advancement without
ever being forced to participate in the PvP aspects of the game. In
other words, while PvP is certainly a major aspect of gameplay and
players will be encouraged to participate, there’s a massive
amount of PvE content for players to explore. The goal here seems to be
crafting an MMO in which both aspects are woven together in such a way
that the lines begin to blur, the central conflict ultimately revolving
around both NPC and PC forces in equal measure, resulting in an epic
struggle that’s not mutually exclusive.
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