Planetside @ ActionVault
by Steve Gibson, Jul 04, 2001 6:52am PDTPlanetside day continues with an interview on ActionVault talking to the lead designer / producer working on the project Kevin McCann. Some details are coming out finally about what will make this FPS qualify as massive multiplayer. Hey look they have skill points!
The light RPG elements come in the form of special abilities that players can learn as they advance in rank. Essentially as a soldier earns ranks, the respective Empire awards the soldier with Ability Points. There are different Ability Trees, including Medical, Technological, and Infiltrator (hacking), plus a couple I'm not mentioning yet. But basically as a player advances, he or she can be a 'Jack-of-all-Trades,' learning the basic abilities in all the Ability Trees, or focus on one Tree to learn it entirely. [screenshots]They also have missions (or quests) Ok yeah, Diablo2 has that... anyone figure out what makes this worth $10 a month? Do you get to build your own virtual house and paint the couch purple? I'd pay for that.
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Not only are you gaining rank, skills, and implants for your character, but you're also fighting for control of the land. When one side takes a base from the other side the game doesn't simply reset and everyone starts over, like in other FPS games. Basically, your actions in this game matter. If you allow the enemy to take one of your forward bases, you essentially give him a base from which they can launch more attacks further behind the front line.. perhaps even eventually pushing you off the entire continent.
The only other game out right now that offers that same level of gameplay is the -very- poorly executed 'World War II Online'. Obviously the pay-to-play model for these types of games is justified, if a game as bug-ridden and ugly as that could sell so many copies.. -and- still be rather fun despite all the problems.
Then you've got other side effects of a pay-to-play buisness model too..
1) Far less cheating. No, you'll never stop cheats/hacks - but these types of game provide a major deterance to it. In any other FPS if you're caught cheating you might get banned from one server, but still have thousands to continue to play on. In games like these.. if you're banned, you're banned. No single player, no chance to get back online (unless a friend is kind enough to let you use his credit card).. basically your cheating will have aquired you a ~$40 coaster.
2) Less jackasses, in general. Since you can't warez games like these, and you've got the monthly fees - it helps keeps the server population more 'pure'.. Yea, jackasses have money too - but fees tend to keep them to a lower level. Just compair the online player base of EQ with that of DII, and you'll see what I mean.
3) In my experience, you reach a level of companionship in MMO games like no other. In other games people change their names, start playing mods or other gametypes.. and generally you never tend to see the same person twice unless you play on the same server everyday (and even then you'll only have a limited amount of 'regulars'). In MMO games you're constantly running into people you recognise, hell it even brings back 'memories' sometimes.
In the end, this type of game isn't for everybody. If you honestly can't read the previews and understand why it's worth $10 a month, it's probably not for you. But there are -tons- of players out there that have been waiting for a game like this..
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But that's not even the biggest reason why this one's probably going to lay a turd. Given the system specs, the immense popularity of CS, the desire of FPS players to mod their games, and the disinterest on the part of MMPORG players in FPS games, I wouldn't expect Planetside to do gangbusters. Bet they end up changing their revenue model rather drastically. :)
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--Zilla
if I am not wrong you sound like you don't like the idea of Pay Per Play. Let me give you a good reason why paying a monthly fee of $10 is a good thing: Two trends seem to manifest in these days: Cheating is ruining all online gaming and beta games are pushed out the door. With a monthly fee developers are forced to fight cheating (which is easier if you have *paid GMs* around) and improve the game constantly in order to keep their customers paying. The increasing competition in the Pay Per Play market keeps amplifying that because customers can now not just stop p(l)aying but switch to a competitor. This is a win situation for the customers except for the people who can not afford to pay a ten-doller-per-month-service. On the other hand: Who really can't if he/she can afford a PC for gaming at todays standards and pay a monthly fee for their ISP?
Kind regards!
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R.I.P
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