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Fallen Earth - Interview With Lee Hammock, Lead Designer

For those of you who have not heard, Fallen Earth is an up and coming MMO set in the 22nd Century. The world has fallen into ruin after a virus infiltrated society from the deep recesses of the southern parts of Asia, named Shiva. This deadly attack came upon an unsuspecting society, silently wreaking havoc in the lands. After many failed attempts to eradicate this most terrifying epidemic, resulting in mutations the likes of which have never been seen before, Shiva 7 was born. Future generations will realize how devastating this virus is as they discover the mutations it has caused... the human genetic makeup has been redesigned, and therefore so has the world around us. Now, in the year 2154, it is a battle to survive, and a struggle to retain civilization as the different factions fight for their right to live in this new world.

I recently had the opportunity to ask some questions of Lead Game Designer of Fallen Earth, Lee Hammock.

Stratics: Fallen Earth is taking on a different aspect of the MOG genre and going after the First-Person Shooter style that many companies have decided not to touch.  What made you decide to tackle this genre and then mix it into a Post-Apocalypse style that really hasn't been done, or have I just answered my own question?

Lee: The obvious reason is that it's a genre that hasn't been dealt with in the MMO space in any significant manner. We also wanted to do a game that was edgier, darker, and grounded in our current world. Lastly, we didn't want to just rehash the same old MMO gameplay that has been done dozens of times before. We wanted to bring something new to the gaming experience, and we felt having a game that was a hybrid between FPS and RPG would offer the best of both worlds.

Stratics: Most first-person shooter games are considered a twitch style, where it requires hand-eye coordination and actual player skill.  How much player skill will be required in Fallen Earth?

Lee: Players will have to aim actively in combat, keeping their reticle on the target to hit.  The damage of these hits is calculated based on weapon damage, skills of both the attacker and the defender, and other factors.  So the actual hit resolution is twitch-based, but your damage is largely determined by a more role-playing game style system.  You'll never hit someone and have their skills determine you actually missed, though you may hit someone wearing so much armor you don't hurt them.  If you can get them in your crosshairs, you'll hit them.

Stratics: With the skills you have in the game covering each type of weapon, how will the weapon skills affect the player?  If you are maxed out in your Rifle skill, does it make it so you can just use more powerful weapons, or will you be able to shoot and hit your target better?

Lee: There are three weapon skills in the game: Rifle, Pistol, and Melee.  These skills determine how much damage you inflict with the appropriate weapon types, so players with a high Rifle skill will inflict more damage per shot than a player using the same weapon with a low Rifle skill.  The skill does not affect how likely you are to hit, since you still have to have the target in your reticle; it only affects damage.  Each weapon skill also has special abilities that you can learn once you reach a certain point, such as knockdown or stun attacks. 

Stratics: I found in my research that the Shiva 7 virus has been causing mutations in humans.  How do you plan to have these mutations come about within the game? Will the player get to choose his mutations, or will they come about randomly?

Lee: Mutations don't come into play in the game for a bit, so players get used to playing before we add layers of complications.  Players will be able to select from different mutation paths, each concentrating on different types of special abilities.  The different factions in our game favor mutation paths that support their own ideologies, so a player's faction loyalties will influence the mutations they choose.  For example, the Children of the Apocalypse, who favor chaos and destruction over rebuilding the old world, practice the Patho-Transmission mutation that turns the player into a living plague. The plague carrier can use these diseases and infections to harm others. 

Stratics: Will the mutations have a major change to the player, affecting his skills, and will it have its own negative side effects from these changes?

Lee: Many mutations are two-edged swords, such as weakening yourself to heal others.  Some cause major changes to a player's attributes and skills, such as using a Telepathy power to boost your Charisma attribute by subtly altering the moods of those around you.

Stratics: Currently in development, there are six factions in the game.  Will the player be able to choose to align himself with one of these factions, or will he play alongside them and help each one out however he likes?

Lee: The relationship between the six factions can best described as a wheel, with the six factions spread around it.  Each faction is allied to the two adjoining factions, unfriendly with the two factions next to its allies, and arch enemies of the faction directly across from it.  This means each faction has two allies, two enemies, and one arch enemy. 

Players who help a faction improve their standing with that group and its allies, but automatically lose an equal amount of standing with its enemies and double that with its arch enemy. It is impossible to remain friends with everyone when carrying out faction missions. Thus, if players choose to get involved with a faction, they'll have to stick to their choice to some extent. 

Players cannot jump back and forth between factions at will, though they can change their allegiances by increasing their standing with one of their faction's allies.  By increasing their standing with a group that was previously an enemy, players can work their ways around the wheel.  This is not particularly difficult in the early stages of the game, but the longer you belong to a faction, the harder it is to change your affiliations.

Players can also remain neutral if they wish.  Over half the missions can be completed by anyone, so they will have plenty of content to choose from.  Neutral players will be able to go to more places than a faction-aligned player and see more content, but they will not experience the depth of content a faction-aligned player will. 

Stratics: After watching the interview you have already had with MOGArmy, I heard that you plan to have the factions influence PvP elements in the game, including player-controlled towns. With a game like this, PvP is going to be on the minds of fans greatly; could you explain further how the factions influence PvP? 

Lee: PvP is only possible in specific areas of the game, so if you wish to avoid it, you can play in areas where PvP is restricted.  That being said, PvP areas make up roughly a third of the game world, so there will be plenty of room for folks who want to get involved in it. 

Within these PvP zones are conflict towns that factions can control through the efforts of the players.  These towns will be prime areas of PvP conflict as players fight for control of the town.  This conflict is almost entirely faction-based, as players help one faction or another seize control. 

There will be other objectives in the PvP areas as well, such as resources to capture, but most PvP will involve the conflict towns. 

Stratics: I read over the website and in the timeline there is mention of a mega-corporation called GlobalTech. There seems to be no mention of what happened to them besides locking themselves away to survive on their own. Should we expect to see them within the game somehow? 

Lee: GlobalTech is a large part of the story of Fallen Earth, and it is deeply entwined with the background of the game.  Players will have to piece together what happened to these entities after the Fall. 

Stratics: With Earth as the major setting, you have a massive world at your fingertips to play with, and I already see that the Arizona Grand Canyon area is going to be the first sector within the game.  Are there going to be any other sectors that will be in the game upon launch?  If so, could you tell us about them?

Lee: For launch, we are staying inside the Grand Canyon area.  Our map is 6889 square kilometers, so we have plenty of room to roam inside this region.  We plan to branch out into other areas in future expansions. 

Stratics: Crafting has always been a major part of any game, but most games fall short in reaching the depth of crafting the player base really wants within the game.  How do you plan to be different from the rest of the games out there today?

Lee: We've worked to put crafting front and center as a vital element of gameplay.  Crafters can make 95% of the items in the game and will be involved in getting the best items.  At any given point, crafters can make weapons better than those found on creatures, so right from the beginning they will be in high demand.

Crafters collect raw materials through scavenging (including grave robbing), skinning, picking plants, mining, and so forth.  They use these to make items based on recipes they have learned.  Recipes come in batches, called Knowledges, so if you learn the T-Shirt Knowledge, you learn recipes for Red T-Shirt, Blue T-Shirt, etc.  This offers players a great deal of customization for their appearance.  Additionally, crafting items takes real time in Fallen Earth; crafting a T-Shirt may take you 20 minutes.  This time passes regardless of what you are doing, and even when you are logged off, so it doesn't restrict your activities.  We did this to create a sense of labor for crafters, so they can actually charge for time spent crafting.  Most items take less than an hour or two, but assembling all the components of large items may take much longer.

Stratics: It has been stated that the world will have seamless loading, but instances have also been mentioned.  Will these instances be major points like dungeons and such, where players bring groups in to take them on?

Lee: Instances are locations like underground bunkers, old missile silos, prisons, and similar indoor locations that have more complexity and importance to story than normal levels. They all play a significant part in the story of the game and are built with group play in mind. 

Stratics: And last but not least, this is probably a question on the minds of all those looking for a twist on FPS MMOs: when can we expect to see more about beta, and how can I get in?  ;)

Lee: We're going to begin beta testing this year, but for now we cannot be more specific.  Sorry! 

For more information, visit www.fallenearth.com.  Thanks for letting us tell the Fallen Earth story to Stratics readers!

Stratics: Thanks for your time doing this interview with me; we all look forward to seeing more from the game.  I personally am ecstatic to find a new First Person Shooter MOG in production.

By Brandon "Joe Monso" Lippie


 
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