After the rousing success of the
Fallout
franchise and the continuing
love of post-apocalyptic visions like
Mad Max, it was
only a matter of
time before the MMO industry received its first dystopian game. Enter
Fallen
Earth,
set to release in Q2 2009 and the focus of one of our recent live
Vooncasts. We sat down with Lead Designer Lee Hammock who answered all
of our questions and even stayed late to give responses to our
audience. Below is the transcription of that Vooncast, so hold tight
and read on!
Ten Ton Hammer: You just
got back from
a nationwide tour that concluded in Portland, Oregon. Can you talk a
little bit about the response you’ve received from the
community
about the game?
Lee Hammock:
It went really
well, we rented out an entire bar for the Portland event. Apparently
the city is famous for its locally brewed beers, and they have lots of
those there. We figured it was a good place to go.
It was funny because we came in on the heels of their Kentucky Derby
party, and the mixture of subcultures there was very interesting. But
the event went really well. We had around sixty people in attendance,
and I got to stand on a table, which is always fun. I tend to get an
urge to stir up a riot.
I ran through parts of the game and answered a lot of questions.
Everyone that was there got a key to the ongoing closed beta and a
special code to get an in-game item named “the Portland
runner.” Only those folks are going to be able to ever get
that
item. We had a lot of beta testers there, so it was fun and different
than some of our other events.
Normally when I talk to players about
Fallen Earth,
they’re prospective fans. They’re people that may
want to
play the game in the future. Portland was different because we were
meeting people that were playing the game. Instead of “this
is
awesome and this is all the stuff we do,” the discussion was
more
them bringing up stuff that they like or us asking them their opinions
on things already going on in the game. It was a different sort of
conversation that allowed me to get feedback on what players really
thought of the game.
You can only get so much information from the forums and feedback
reports, but actually talking to someone face to face, you get a lot
better feedback.
Ten Ton Hammer:
That’s very
cool, and I really appreciate the approach you’ve taken
towards
getting out there and getting in front of the fans. It seems common for
people to have fan gatherings around events, but it’s awesome
that you made a special trip to see fans.
Lee: It was
a great trip, other than the fire alarm going off in our
airport. *laughs*
Ten Ton Hammer: Shifting
attention to the game itself, as one of the driving forces behind Fallen Earth I
thought you might be able to answer this questions.
We haven’t seen
a lot of success
from MMOs that have chosen the post apocalyptic sci-fi sort of theme.
Can you make any generalizations as to why these games
haven’t
worked? What are you hoping to do different with Fallen Earth?
Lee: The
post-apocalyptic MMOs that have really come out thus far have been Auto
Assault and….
Ten Ton Hammer: Tabula
Rasa?
Lee: There
was an apocalypse in
Tabula Rasa, but it was still very high-tech. I mean the first weapon
you got in the game was a machine gun.
In
Fallen Earth,
the first few weapons you get are a rusty pipe, a shiv, and a 2x4.
It’s a very different game.
As far as Auto Assault goes, I played that game a lot and really
enjoyed it. But it was a driving game. It was a very different
experience. I don’t think people were as excited about the
driving aspect of Auto Assault, because they generally want to see
their characters. It was a really fun game, and I played the hell out
of it..
But I think in the games we’ve mentioned thus far, one of the
big
problems I think they faced – and all sci-fi faces this to
some
extent – is that there isn’t a shared mythology
like there
is in fantasy. In science fiction, when you show an alien race
you’re just making something up. I mean, you could name it a
“Who-ha” and describe it, but no one cares. There
isn’t that emotional reaction people get like they do when
you
say “elf.” Everyone knows what an elf is. Everyone
knows
what an orc is.
There’s an understood mythology that comes with fantasy. In
post-apocalyptic sci-fi stuff, you generally don’t have that.
You
might be able to say “mutant” and people will know
what it
is, but it’s not the same sort of thing. I think Auto Assault
and
Tabula Rasa made it worse for themselves in that they set themselves in
post-apocalyptic environments where nothing was familiar.
Tabula Rasa had great alien races and settings, but they were *so*
alien there was no touchstone to it. There’s no point-of-view
or
perspective for the player. They can’t make a connection with
anything like this. It was a lot harder to buy into the game, because
everything was so weird.
We set our game in a very real world sort of area. It’s the
Grand
Canyon, and the tutorial is running through Hoover Dam. The buildings
look like real buildings. I mean, it’s an environment that
could
exist in our world. It’s an area where most people will at
least
have some sort of emotional response to.
We feel like we’ve got an edge because our world is one
that’s based off of things that we already know.
It’s
familiar enough for them to buy in, but not so familiar that it seems
boring. I think that’s what a lot of people enjoyed about the
Fallout games. There are all these callbacks to the world that existed
before. References to the American culture that we have.
We do the same sort of thing, although based in different time periods.
Ours is much more faux-90s rather than weird 1950s stuff.
To make this long-winded answer a succinct point, we have a built in
emotional touchstone that a lot of games haven’t had.
I mean, I can go on and on about how our gameplay is better and our
crafting is better, but people will argue that with me all day long.
Though I will say that our system is a hell of a lot better than Tabula
Rasa’s because, my god that system was lame.
Ten Ton Hammer: Expanding
on that, I mean I remember seeing a Volkswagen bug in one of your
screenshots.
Lee: Yeah,
we tried to do a lot
of stuff like that where you might be walking around and see a ruined
cell tower or old car models that you recognize. In one area we
actually have a collapsed, very large array, kind of like those big
radio antennas. It’s all stuff that you’ve seen in
the
everyday world, maybe not stuff you’ve seen in real life, but
at
least you’ve seen it on TV.
But it’s all broken. We might present you with a nice
suburban
house, but there’s a whole in the wall, the roof is caving
in,
and there’s blood splatter. We just break it. We just feels
that
it creates a sort of resonance where it’s the world we know,
but
it’s damaged and broken.
It’s not what it used to be. It’s not nice.
It’s not pretty. That’s a real strength for us.
Comments
Post your comments »
No one has commented on this post yet. Be the first! »