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Earthrise

Masthead Studios boss Atanas Atanasov barks for the underdog.

EurogamerI've read that there will be both online and offline advancement in Earthrise. How does that work?
Atanas Atanasov

The offline advancement has been misunderstood. It's not the EVE system where skills and abilities advance offline. We had a completely different idea. The whole character advancement is done online, and the offline gameplay is compensation for those people who haven't got much time to stay online; those people who have to skip a week sometimes. We don't want them to lag behind.

It's a more advanced version of the rest system in some MMO titles, and we've added more material benefits for those people who don't have the time to play too much. For example, they will earn money and some items while their character is offline. But that money and those items will not affect the gameplay too much.

The player skills and the player abilities will advance online.

EurogamerIs your skill-based system a bit like Ultima Online's?
Atanas Atanasov

It's similar in some ways, but we've also added game design from more recent titles. We've added the possibility for players to learn all the skills in the game, so the limitation is not a pool of skill points, but the gear the character wears. For example, if you have a Medikit with you, you can heal; if you have a big gun you can use the abilities for a big gun. And pistols can use those abilities, too.

EurogamerSo the skills go up as you use them? And what about levels or classes, are there any of those?
And architecture with a Chinese influence.
Atanas Atanasov

There are no classes in Earthrise. No levels, also. And we have taken a different approach to the way the skills advance, which I cannot comment on too much because we're still in beta. We will try to offer a very interesting approach based on character actions, because skill advancement through use gets very repetitive and boring. We wanted to make it more fun and more attractive for players to advance their character.

They will be able to do all sorts of actions, but they will have to make some decisions while doing those actions to advance their skill. It's up to the player to decide on what skill to focus rather than the system choosing based on skill usage.

EurogamerWon't that confuse people used to the level approach of World of Warcraft? Are you worried this might scare them off?
Atanas Atanasov

I don't think so. Actually, it's much easier to advance in our game because they don't have to pick the class from the beginning. Players who don't know the game or the genre can be very confused when choosing a class.

EurogamerAnother key area for the game is PVP. Who's your game for, the hardcore or the casual crowd?
Atanas Atanasov

The PVP system is not designed for hardcore players only; actually a lot of casual players enjoy PVP. The problem comes when the hardcore and the casual players collide. We've got an insurance system to help with this and there are some secure areas on the island for those who don't want to take part, or want to learn the game more first.

Those players who don't want to PVP have their part on the island. They can be crafters and they can fight with monsters if they stick to the big cities. If they stray into the more dangerous places they will have problems if they don't know how to react. But both casual and hardcore players are welcome.