Ten Ton Hammer: How
drastically will a player's beginning experience
differ from another who chooses to be part of a different culture when
they create their character? How long will those differences persist
throughout that character's career? Are their methods in place to bring
friends of differing factions together relatively quickly if they so
choose?
Peterscheck: The story, missions, map layout and general feel are
completely different, but the mechanics and options available are
largely the same. At the beginning this is much more pronounced as the
groups are largely separated. After the first few hours, however,
players begin to mix much more – earlier, I believe, than
most MMOS. I think those differences will remain throughout a
player’s career, but that is really something that players
themselves tend to decide. While the nations can communicate and
transact with each other, they can’t join each
other’s squads. We need to have ways of enforcing some kind
of conflict that is clear to communicate and it became increasingly
difficult to deal with things like open PVP and battlespace if we
allowed for mixed squads.
Ten Ton Hammer: The lore
on the website mentions how it’s
said that great Quantar pilots have the Skein flowing through their
hands. Will there be anything in place in the game to actualize this as
a player grows in skill and power? If so, what?
Peterscheck:
We’re working on that very thing right now.
Something to keep in mind is that Jumpgate is primarily a skill based
game – that is the player’s skill. We have to be
careful not to rely too heavily on stats. That being said we have some
stuff in mind that will work along the lines you are describing.
Ten Ton Hammer: How will
the ships of
the Solrain, Quantar, and Octavians differ from each other past the
shape and style? How has the team gone about giving the player (an
Octavian, for example) a sense of being different from his Quantar and
Solrain competitors without actually upsetting the balance between the
three factions?
Peterscheck:
So early on we tried to make
ships that looked like they belonged to a particular nation. The
Solrain ships looked like this, the Quantar like that. What we ran into
is that they all ended up looking the same, and what people really want
is radically different looking ships. Afterwards we went down that path
instead. The most important thing to a player when they look at ships
is that they think “Wow. That’s cool! I want to fly
that ship.” This is
secondary to “Oh, I can tell that is also a Solrain
ship.” Thus we rely
much more on color and texture to define nation and let our artists
have more freedom when it comes to shape and profile.
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