Delving into the lore of Jumpgate Evolution
It's the lore and history of a game that creates the framework that will transform you from a person sitting at your computer to a character immersed in an alternate reality and that's something NetDevil understands. Jumpgate Evolution's Producer, Hermann Peterscheck took some time recently to answer some questions about the lore of their universe from one of our space combat junkies, Eric "Dalmarus" Campbell.
Ten Ton
Hammer: For some players (myself included), the lore of any game is
just as important as the virtual world you find yourself in. Did the
team take any "real life" events or characters from the first Jumpgate
and add them to Jumpgate
Evolution?
Peterscheck:
Jumpgate Classic had a lot of really cool things in it and
we’ve built Jumpgate Evolution by using the best of Classic
combined with a fresh perspective. Obviously ideas always
draw from pre-existing fiction of all sorts and I suppose you
can’t help but be influenced by real life events, but we
haven’t done anything specific to incorporate details of real
life or other fiction, yet.
Ten Ton Hammer: Three
seems to be the magic number when it comes to
conflicting cultures/races in MMOGs today. Can you explain why this
number also works so well for you, compared to adding a fourth playable
culture?
Peterscheck:
Honestly I don’t know why three is such a
magical number. From a balance point of view, two is much simpler as
you can make a point-counterpoint design. I think what makes a three
sided game interesting is that it automatically creates diplomacy. It
throws a wrench into the balance of power and that creates a natural
state of conflict. This might be bad in world politics, but
it’s fun in games.
Ten Ton Hammer: The
Solrain are currently in the lead for appearing to
be the most fleshed out in comparison to the Quantar and the Octavians
in terms of the lore available on the website. What intrigued the team
the most about them as their lore has expanded?
Peterscheck:
I don’t think it was because Solrain appealed to
us more or less than the other two groups. Honestly, it was just the
first group we started with and since we wanted to build the game by
putting together a slice of game play first, it’s natural
that they seem to be the most fleshed out. I think what intrigues
people is simply mixing all the various pieces of the game together and
how those pieces influence and extend the fiction. We’ve
tried to make Jumpgate a bit more gritty. It’s easy to split
groups into warriors, miners and spiritualists; but we wanted to ensure
that all groups were more human and believable than that.
Ten Ton Hammer: With the
majority of the Solrain people being part of
the corruption that appears to be rotting it, will players be able to
rise up the ranks of the various mega corporations? Will they be able
to join up with the Commonwealth Restoration Organization to fight the
system? What different advancement methods can players use to gain
reputation with the various factions?
Peterscheck:
There are two
distinct types of associations. On the one hand we have the large
corporations which the player affiliates with in order to gain access
to their production facilities located throughout space. As you work
with them, you gain trust (affiliation) which then grants you access to
build more valuable and powerful equipment. The other type is faction
rating. This is your relative standing to the various groups including
the CRO (although there are many more). As you do things for them, your
rating goes up which gives you access to things such as CRO specific
equipment and ships.