The tie that binds the two gameplay elements together is the faction
wheel, which represents the varying degrees of animosity between the
game’s six distinct factions and their numerous sub-factions.
Throughout the course of gameplay, players will be introduced to each
of the main factions gradually at first, but by the time you reach the
zones in Sector 2 you should have a pretty clear understanding of what
makes each one tick. Lead Game Designer Lee Hammock also pointed out
that while players will be able to remain neutral it’s
typically in their best interest to ally themselves with one of the six
core factions. Neutrality in the face of the major conflict between
opposing factions will be somewhat difficult to manage, thanks in part
to the way faction is tracked based on which content you choose to
pursue. Do a favor for the Techs and you’re bound to piss off
the Vistas and their allies in other words.

Siding with a given faction will ultimately open up content unique to
that specific faction, such as storyline quests that will also provide
a fairly high degree of replay value, as following different paths on
separate characters will culminate in two distinct experiences with the
higher level quests in the game. Faction selection can also give
players access to skills and crafting recipes that can’t be
obtained in any other way, but the system will truly begin to shine
once PvP comes into play.
A main focal point for PvP in
Fallen Earth
will be the Conflict Towns. These towns will begin as neutral areas
complete with shops, quests and trainers, with faction-specific camps
set up outside the towns themselves where players can pick up missions
to help destabilize the town, eventually taking it over for their
faction. Lee Hammock explained that there will be some Conflict Towns
that will take perhaps an hour for a given faction to take over, with
others designed to be a much larger challenge that might take a few
hours to take over depending on how large of an opposition you face
once the process begins.
Killing other players (which nets you points for your chosen faction)
is only one way of gaining control over an area, as each will have a
series of objectives you’ll be tasked with completing that
will tally points for your side. Once a certain threshold is met, the
town will be under your faction’s control so long as there
are players on your side who actively work to maintain control. In the
meantime, controlling a Conflict Town will open up new content options
for whichever faction is in control. This can take the form of new
missions, equipment, abilities, mutations, resources or crafting books
unique to that specific town.
Providing this type of framework for PvP while still keeping it linked
to the much broader overall PvE aspects of the game could very well be
an elegant solution to the many design challenges developers face when
tasked with creating an MMO that can appeal to a broader spectrum of
players. While I wasn’t able to witness any large-scale PvP
in the Conflict Towns during my time at Icarus Studios, the core
concepts behind
Fallen Earth’s
gameplay in these areas certainly left me itching to experience the
game first hand.
From what I was able to gather,
Fallen Earth
is in a “content complete” state, with the current
emphasis of the closed beta on bug squashing and adding a solid amount
of polish rather than attempting to squeeze in too many more major
gameplay elements. Hopefully we’ll be hearing an announcement
about the timeframe for open beta and launch soon, but in the meantime
Fallen Earth
is certainly one sci-fi MMO that will remain locked on my radar.
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