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.