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Interview with Lee Hammock on: Fallen Earth Print E-mail

Written by Clipsco Ocspilc, on 23-08-2007 09:37

Published in : Articles, Interviews and News

Tags : Interview, Fallen Earth, MMORPG, Lee Hammock

Clipsco Ocspilc Editor The Game Musketeers
I have always stated that the Sci-Fi/Cyber Punk MMOG genre has been sorely neglected. Enter Fallen Earth LLC and its pet project Fallen Earth.

Fallen Earth plans to place the PC in a plague infested, nuclear wasteland that will combine elements of Mad Max: The Road Warrior  with such movies as Cyborg (yes I know it was a horrible movie).  Fallen Earth will include a five faction system that combines all the stereotypical post apocalytic roles.

 While humanity fights to survive and rebuild on the ashes of the old world, new factions struggle for dominance: the stern Enforcers, the spiritual Lightbearers, the nature-loving Vistas, the gadget-happy Techs, the merchant-minded Travelers, and the savage Children of the Apocalypse. The conflicts and alliances between these factions create a dangerous ebb and flow that could make even bleaker the future of the Grand Canyon Province ... and of humanity as a whole.

I recently got a chance to chat with Lee Hammock, Lead Game Designer, for Fallen Earth.

Let's read what he had to say:


For those not familiar with your MMOG please give a brief history about Fallen Earth LLC and your current project: Fallen Earth

Fallen Earth LLC was founded to bring the MMORPG Fallen Earth to market and to use it as a showcase for the Icarus RAD Tool Suite created by Icarus Studios.  The Icarus RAD Tool Suite is a set of tools for creating massively multiplayer environments, everything from social virtual worlds to online worlds for hardcore gamers. It really needed a proof of concept online world to demonstrate how good these tools are.  Hence the creation of Fallen Earth. 

Development on Fallen Earth began under the auspices of Icarus Studios, but to better organize the development of the game and of the Icarus RAD Tool Suite, Fallen Earth LLC was created in 2005 to handle everything relating to Fallen Earth.  Since then Icarus Studios has continued working on the tools used to make Fallen Earth, while Fallen Earth LLC has concentrated on adding content to Fallen Earth.  We had our official public unveiling this past GDC and are now working toward beginning Beta testing. 

Ninja's of the Apocalyse?So what is the driving force behind the creation of this MMOG?

There are really two driving forces behind Fallen Earth: the technical and the creative.

 

The technical drive comes from wanting to show what our tools can do, so there is constantly a push to make things look better, run smoother, and provide a better game experience from a technical perspective.  While we want the game to show how effective the Icarus RAD Tool Suite is, working to show off the tools also improves the game.  This is the drive behind our real vehicle physics, stunning sunsets, and dynamic lighting into the game. 

 

The creative drive comes from wanting to make a great game with an engaging story, enjoyable mechanics, and an entertaining world.  The post-apocalyptic genre has been popular as long as people have told stories. Pretty much every culture in the world tells tales of great disasters and recovery from them, from the Flood and Noah's Ark to the Mad Max movies.  We tap into fascination and allow our players to explore and become a part of a broken world.  Post-apocalyptic stories have changed over time. The current trend is toward viral and zombie apocalypses rather than the nuclear apocalypses of the 1980s, but the stories remain.  We incorporate as many of these apocalyptic traditions as possible in Fallen Earth to provide a variety of experiences for our players.  

How has development been progressing?

Well.  Of course we all wish it would go faster so we could share the world we've created, but we're not interested in rushing anything out the door.  We've got most of our technical goals accomplished, so now the meat of the work left is adding content to the world. 

Since this is an independent venture what challenges have been your biggest obstacles?

The wearing of many hats.  We all have responsibilities beyond our basic jobs, so that can get confusing when jumping from task to task. 

What has been the most rewarding part of creating the world of: Fallen Earth?You pull the trigger and trouble goes away

Going in when an area is finished and seeing it all come together.  Sometimes you lose sight of the light at the end of the tunnel when slaving away on missions or working item balance spreadsheets, but when you get to see it all come together it reminds you of why all that work is worthwhile.   

Also working with the folks in the company has been extremely rewarding.  It's a great atmosphere and we collaborate a lot. 

What has been the benefit of using Icarus Platform to digitally create your MMO World?

Using Icarus RAD Tool Suite has meant so much less work than we would have had to do without it. Our writers can create missions, items, NPCs, etc., without any scripting training or coding, allowing us to create a massive amount of content with minimal scripting support. 
 
As an independent developer you're currently free from the oppression of big money and publisher influence. What latitude has this given you in your creation of content and gameplay?

The first thing that comes to mind is a free schedule.  We're releasing Fallen Earth when it's ready, not whenever it's forced out.  This long schedule can be frustrating at times, but in the end it means a much better game.

The second thing that comes to mind is freedom of content.  While I wouldn't call our game graphically violent, we're still shooting for an overall Mature rating.  It's just nice to know you can drop F-Bombs when the situation warrants it.

In your opinion what is the most compelling reason for the MMOG crowd to keep abreast on: Fallen Earth?

We're creating a style of gameplay that isn't like any other game on the market.  Sure, other games have FPS elements, missions, and crafting, but we're bringing them together like no one else has.  Pile onto that real vehicles, the ability to craft 95% of the items in the game, no level limit, or any of the other new features we've got and it's easy to see this will be a unique game. 

Charlotte's WebI have to ask, any word on a closed/open beta? (using the word 'soon' will of course lead to rioting)

Hopefully closed Beta by the end of the year. 

Last question, if you could change anything about Fallen Earth what would it be?

I wish the work could go faster.  We'd love to get people playing the game and share our years of effort. 

 

Thanks for letting us bring Fallen Earth to your readers!  Players can visit www.fallenearth.com to find out the latest developments as they happen.

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Display 3 of 3 comments

1. 25-08-2007 05:27

With how long its been in developed for a few extra months here and there cant hurt. We don't want a half finished game shipping out. take all the time you need icarus! Ill be waiting.
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Abe_droghan

2. 24-08-2007 20:17

i've been waiting years for this game, and i'm excited to hear possible beta toward the end of the year... one can only hope. :zzz
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Rava

3. 23-08-2007 12:19

this is the only mmo trying to break the mould. hurry icarus!
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suske

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